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MEDIEVAL ADVENTURES ON THE SILK ROAD

A HISTORICAL SETTING FOR OSR GAMES


BY RPG PUNDIT
Medieval Adventures in the East!
Sword & Caravan is an OSR setting book for playing a historically
accurate fantasy campaign set in the East along the region known as
“the Silk Road” at the turn of the 12th/13th Centuries. This historic
campaign’s timeline is set amid the turbulent era between the Third
Crusade and the Mongol Invasions. This marked Europe’s earliest period
of post-classical interaction with the East.
As Players, you may decide to take on the roles of crusaders, merchants,
or explorers traveling to ancient and mysterious lands. Alternatively, you
may choose from any number of unique character concepts native to those
lands.
With a detailed gazetteer of every region along the Silk Road from the
Crusader States and the Muslim world to China, Sword & Caravan
gives you everything you need to explore the history and varied cultures
of a region filled with war, intrigue, commerce, and conquests.
This book includes:
• New classes and magical techniques
• Guidelines and mechanics on merchant commerce, social interactions,
law & justice
• A historically accurate bestiary of medieval monsters local to the
setting
• Magic items inspired by the myths and legends of every culture in
the region
• Abundant adventure seeds that GMs can use to hook Players
• Random tables and generators to help create encounters with an
authentic world feeling

Although Sword & Caravan is designed for play with any OSR system,
it is especially attuned for play with the
Lion & Dragon Medieval Authentic RPG. RPG
Sword & Caravan

CREDITS
Game designed, and written by: the RPG Pundit

Formatting, and graphic design: Mad Scribe Games LLC

Edited by: Chris Miller

Front Cover art by: Chris Miller/Public Domain

Interior illustrators: David Guyll, Dean Spencer, Chris Miller,


and various public domain sources for non-copyrighted images

Cartography by: Chris Miller

Published by: Mad Scribe Games LLC

This product is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the text or artwork contained herein is prohibited without the express written permission of
Mad Scribe Games LLC. This product is a work of fiction and any similarity to actual people, organizations, places
or events is purely coincidental.

© 2022 First printing. All rights reserved. Printed in the USA.

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Table of Contents

Table of Contents
Credits�������������������������������������� ii Hulwa����������������������������������� 31 Minfeng�������������������������������� 54
Introduction������������������������������ 1 Kermanshah������������������������ 31 Qarmo���������������������������������� 54
The Silk Road Campaign���������� 1 Hamadan����������������������������� 31 Charklik������������������������������� 54
Notes on Setting and Culture��� 2 Rayy������������������������������������� 32 Miran����������������������������������� 55
Social Status�������������������������������� 2 Simnan��������������������������������� 34 The Jade Pass or Yumen������ 55
Religion��������������������������������������� 4 Damghan����������������������������� 35 Hexi Corrdior��������������������������� 56
Magic, Monsters, and Miracles5 Jajarm���������������������������������� 35 The Sun Gate and Yangguan
Life is Cheap������������������������������� 6 Azadvar�������������������������������� 36 ���������������������������������������������� 56
Morality, Sexuality, and The Nishapur������������������������������ 36 Dunhuang���������������������������� 56
Role of Women�������������������������� 6 Nishapur to Samarkand Suzhou��������������������������������� 57
Setting Overview��������������������� 8 (Northern Route)��������������������� 37 Liangzhou���������������������������� 57
The Crusader States and the Sarakhs��������������������������������� 37 Wushao Pass������������������������ 58
City of Acre��������������������������������� 8 Merv������������������������������������� 37 Lanzhou������������������������������� 58
Antioch����������������������������������� 9 Sabsivar�������������������������������� 39 Classes and Powers�����������������61
Tripoli (and Krak Des Baykand������������������������������� 39 New Classes������������������������������ 61
Chevaliers)����������������������������� 9 Amol������������������������������������� 39 Silk Road Merchant������������� 62
Tyre�������������������������������������� 10 Bukhara������������������������������� 39 Tribesman���������������������������� 63
Acre�������������������������������������� 11 Rabati Malik������������������������ 40 Sufi��������������������������������������� 64
The Kingdom of Saladin��������� 12 Samarkand�������������������������� 41 Chinese (Confucian/Taoist/
The Seljuk Turks����������������������� 14 Nishapur to Samarkand Buddhist) Sage �������������������� 68
The Khwarazmian Shahs of (Southern Route)��������������������� 41 Magical Techniques����������������� 70
Bukhara������������������������������������� 14 Herat������������������������������������ 41 Mudras��������������������������������� 70
The Ghurids������������������������������ 15 Merv Al-Rudh���������������������� 43 Protection Mudras��������������� 70
Liao/Kara Khitan��������������������� 15 Faryab���������������������������������� 44 Dispelling Mudras��������������� 71
The Xia/Tangut������������������������ 16 Balkh������������������������������������ 44 Resistance Mudras��������������� 71
Jin Dynasty������������������������������� 16 Termez���������������������������������� 45 Body Alteration Mudras������ 71
Song China������������������������������� 17 Kish�������������������������������������� 45 Clarity Mudras�������������������� 72
The Mongols����������������������������� 19 To Kashgar from Samarkand� 46 Charms�������������������������������� 72
Panjikent������������������������������ 46 I Ching��������������������������������� 74
Gazetteer of the Silk Road�����20
Zaamin�������������������������������� 46 Martial Art Techniques����������� 80
The Stops on the Silk Road����� 20
Bundjikat����������������������������� 46 Bagua Style�������������������������� 81
Acre to Nishapur������������������ 20
Khujand������������������������������� 46 Shaolin Style������������������������ 81
Nishapur to Samarkand
Khavakand��������������������������� 47 Taiji Style����������������������������� 82
(Northern Route)����������������� 21
Nishapur to Samarkand
Osh��������������������������������������� 48 Monsters, Animals, and
Torugart Pass����������������������� 48 Opponents����������������������������� 83
(Southern Route)����������������� 21
Erkeshtam���������������������������� 48 Aleya������������������������������������������ 83
To Kashgar from Samarkand
Kashgar�������������������������������� 48 Ant, Giant��������������������������������� 83
���������������������������������������������� 22
Takla-Makan Desert (Northern Ape, Dire����������������������������������� 84
Takla-Makan Desert
Route)���������������������������������������� 50 Azdaha�������������������������������������� 84
(Northern Route)����������������� 22
Aksu������������������������������������� 50 Bhuta����������������������������������������� 85
Takla-Makan Desert
Kucha����������������������������������� 50 Biyaban�������������������������������������� 86
(Southern Route)����������������� 22
Korla������������������������������������ 51 Bonnacon���������������������������������� 87
Hexi Corridor���������������������� 22
Iron Gate Pass���������������������� 52 Camel���������������������������������������� 88
Acre to Nishapur���������������������� 23
Yanqi������������������������������������ 52 Fish; Giant River Fish�������������� 88
Acre�������������������������������������� 23
Takla-Makan Desert (Southern Garuda�������������������������������������� 89
Hattin����������������������������������� 23
Route)���������������������������������������� 53 Hal��������������������������������������������� 90
Damascus���������������������������� 23
Merket���������������������������������� 53 Hatif������������������������������������������� 90
Homs������������������������������������ 25
Yarkand�������������������������������� 53 Horse����������������������������������������� 91
Palmyra�������������������������������� 26
Kargilik�������������������������������� 53 draft/common���������������������� 91
Anah������������������������������������� 28
Khotan��������������������������������� 53 Riding����������������������������������� 91
Anbar����������������������������������� 28
Keriya����������������������������������� 54 Warhorse������������������������������ 92
Baghdad������������������������������� 29
Niya�������������������������������������� 54 Mule/donkey������������������������ 92
Baqubah������������������������������� 30

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Pony�����������������������������������92 Equipment����������������������������110 Lashing ����������������������������144


Huma Bird������������������������������92 Slaves�������������������������������������113 Chinese Law�������������������������144
Humans�����������������������������������93 Hirelings��������������������������������115 Survival����������������������������� 146
Bandits, typical������������������93 Trade Goods�������������������������116 Extreme Weather�����������������146
Ismaili Assassin, Typical����94 Costs of Living���������������������117 Heat����������������������������������146
Tribal raiders, typical��������94 Housing���������������������������������117 Cold����������������������������������146
Hyena��������������������������������������95 Mercenary Work������������������118 Food and Water��������������������147
Itbaraks������������������������������������95 Income from Professions����118 Chronology of the Silk Road
Jinn������������������������������������������96 Big Business��������������������������119 ������������������������������������������� 148
Karkadann������������������������������98 Taxes��������������������������������������120
Appendix I: Names on the Silk
Leopard�����������������������������������99 Special Valuables�����������������121 Road�����������������������������������162
Lion, common������������������������99 Gems and Jewels������������������121
Lion, Cave�������������������������������99 Special Treasure�������������������122
Appendix II: Random
Nagas�������������������������������������100 Encounters along the Road� 129 Encounters and Adventure
Nasnas�����������������������������������101 Details of Special Road Seeds������������������������������������ 175
Peri�����������������������������������������102 Encounters Table results�����130 Random Aristocrats������������175
Pishacha��������������������������������103 Caravanserai�������������������������132 Random Caravanserais�������176
Preta (Ghuls)������������������������104 Encounters in the City��������133 Caravanserai Clients�������176
Rat, Giant������������������������������104 Events in Cities/Regions�����135 Caravan Rumors and
Scorpion, giant���������������������105 Details of Events in Cities/ Adventure Seeds���������������176
Serpent, Cobra, common���105 Regions Table results�����������136 Random Mercenaries����������180
Serpent, giant Cobra�����������106 Unwanted Attention������������139 Random Merchant House��181
Sharabha�������������������������������106 Royal Attention��������������������140 Random Pleasure House�����181
Uzuh��������������������������������������107 Opium & Hashish�����������182
Justice����������������������������������142
Windhorse����������������������������108 Random Ruins���������������������184
Laws and Punishments�������142
Yeti�����������������������������������������108 Random Scholars/Sages������185
Crimes & typical
Trade, Wealth, and punishments���������������������142
Random Sufis�����������������������186
Equipment������������������������� 109 Random Tribesmen�������������187
Minor Offenses�����������������143
Currencies�����������������������������109 Random Village�������������������189

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List of Tables
Arabic Bynames Table.....................................................163 Magical Techniques Table................................................70
Arabic Female Names Table...........................................163 Mercenary Details Table.................................................180
Arabic Male Names Table...............................................162 Merchant Details Table...................................................181
Aristocrat Details Table..................................................175 Merchant Venture Results Table....................................119
Basic Road Encounters Table.........................................129 Miraculous Power Table...................................................66
Caravan Tales Table.........................................................177 Percentage Chance of Attracting Unwanted Attention
Chinese Sage Benefit Table...............................................69 Modifiers Table................................................................139
City Encounters Table.....................................................133 Persian Female Names Table..........................................164
Cold Save Effects Table...................................................146 Persian male Names Table..............................................164
Current Tribal Complication Table...............................187 Pleasure House Details Table.........................................181
Equipment Table: Animals.............................................112 Possible Missions/Employment Table..........................134
Equipment Table: Armor, Crusader..............................110 Royal Attention Table.....................................................140
Equipment Table: Armor, Local....................................110 Ruin Details Table...........................................................184
Equipment Table: Clothes..............................................112 School Details Table........................................................185
Equipment Table: Herbalism.........................................112 Silk Road Merchant Benefit Table...................................62
Equipment Table: Meals.................................................112 Slave Table........................................................................114
Equipment Table: Miscellaneous Equipment..............112 Song Chinese Female Names Table...............................168
Equipment Table: Weapons............................................111 Song Chinese Male Names Table..................................167
Events in Cities/Regions Table.......................................135 Song Dynasty Family Names & Meanings Table........169
Gems Table.......................................................................121 Special Client Table.........................................................176
Haggling Reaction Roll Table........................................122 Special Magic Items Table..............................................125
Heat Save Effects Table...................................................146 Special Road Encounters Table......................................129
Hireling Table...................................................................115 Special Treasure Table.....................................................122
Housing Table..................................................................117 Sufi Benefit Table...............................................................66
I Ching Action Modifier Table........................................79 Sufi Details Table.............................................................186
I Ching Divination Table..................................................75 Trade Goods Table..........................................................116
Indian Female Names Table...........................................172 Tribe Business Table........................................................187
Indian Male Names Table...............................................171 Tribesman Benefit Table...................................................63
Jewels Table......................................................................121 Turkik Female Names Table...........................................165
Jin/Jurchen Female Names Table...................................167 Turkik male Names Table...............................................164
Jin/Jurchen Male Names Table......................................166 Typical Client Table.........................................................176
Lashings Table..................................................................144 Typical Monthly Wages Table........................................118
Liao/Kara Khitan Names Table.....................................165 Village Detail Table.........................................................189
Magical Herbs/Potions Table.........................................123 Xia/Tangut Names Table................................................166

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vi
Introduction

INTRODUCTION

THE SILK ROAD CAMPAIGN

T
he default concept of the Silk Road campaign is that the player characters are adventurers
traveling along the road, going from the Middle East to the fringes of China. The PCs might
be mercenaries, caravan guards, or they may even be trying to engage in trade themselves.
They could also be accompanying one of many Christian Missionaries traveling to these
lands for religious reasons. Of course, they could also be on some sort of quest that requires this long
and dangerous journey.

The presumptive starting date of the setting is the year 1192, during the time of the Third Crusade.
Richard Lionheart has just liberated the city of Acre from the rule of Saladin, and a new and delicate
treaty has made it possible for westerners to travel through Muslim lands for the first time in many
years. However, if the GM wishes to, he could instead start a couple of years earlier and play the PCs
through the events of the Third Crusade, then follow it up with them choosing to travel the Silk Road
rather than return home.

Although the GM is free to start the campaign anywhere in the area, or indeed even to start the
campaign in Europe as the PCs travel on crusade, the most logical default starting point might be the
city of Acre itself. From there, the PCs could travel to the proper start of the Silk Road at Damascus and
travel as far as the Jin Chinese city of Lanzhou.

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Sword & Caravan

many came to respect parts of that culture, their


NOTES ON SETTING learning, and their code of honor. Saladin came to
be seen by his enemies as a worthy and honorable
AND CULTURE foe, for example.

In many Crusader cities, where generations of

Y
ou could choose to run a campaign Christians descended from earlier Crusaders
set in the Crusades and the Silk Road lived, co-existence and toleration with Jews and
without much concern for medieval Muslims had become relatively normal. However,
authenticity, running it more like a it was understood that ultimately one side had
standard fantasy campaign. However, the default to win this conflict. While religion was always
for play in the Lion & Dragon game is the Dark a point of difference, there were many other
Albion setting, which is also medieval-authentic. exchanges of culture: food, music, fashions,
This means that the default setting assumes that technology, and learning, all of which would
you are playing not just in the locale but also in ultimately be imported back to Europe over
the culture of the times. time. And likewise, in the Muslim territories
(and beyond), there were communities of native
If you wish to play in this way, you must have
Christians who had existed there from the earliest
a basic understanding of the cultural paradigm
days of Christendom and were tolerated (if not
of the medieval world and impress this
always well treated).
understanding on your players as to how they
should roleplay their characters sensibly in the This cultural exchange very gradually led to
world. For example, there may be times when a the possibility of European Christians traveling
player used to playing in a purely fantasy setting (mainly for the purposes of trade or business)
typical to RPGs might act in ways that reflect through the Muslim lands and further East, all
modern-day values or without taking social the way to the borders of China. There was an
rules into account. In that case, you should warn understanding that as long as they could work
the player out-of-character that his character within the rules of the cultures they passed
would know that certain behaviors would not be through, such interaction was not only possible,
acceptable. but highly profitable.
Assuming that the characters are playing
European travelers to the Middle-East and the
Silk Road, whether as Crusaders, pilgrims, or
SOCIAL STATUS

I
adventurers seeking their fortune in a distant land,
n the medieval world, social status was
it is important to keep in mind the perspective of
extremely important. In most fantasy
those arriving. The Europeans broadly speaking
settings, this tends to be glossed over, but
saw themselves as being on a holy mission, not of
if you are playing an authentic medieval
conquest, but of the liberation of the Holy Land
game, it is extremely important that this not be
from the Muslim invaders who had for centuries
taken lightly. Peasants cannot behave equally
waged war on Christianity in the very place of its
around knights or kings, even if the peasants are
origin. Though many people were far from saintly
rich or powerful. The aristocracy is considered to
in their behavior, basically everyone in this time
be of a different quality.
coming from Europe believed in Christianity,
in God, sin, and miracles. The newcomers to In some cultures (such as India), there are strict
the East would have initially had many notions caste systems. However, in Arab, Turkic, Persian,
about the “heathens” who inhabited this land, but and Chinese cultures, the system is not as rigid
most would quickly disavow themselves of some but is equal to that of the medieval European
of their assumptions. They realized on arrival culture. I.e., there are commoners and aristocrats
that the Muslims of the Holy Land had a highly (often, varying grades of aristocrats). In some
advanced civilization. While they thought of cases, social mobility is possible, but in most of
them as fundamentally wrong in a religious sense, these cultures, it is typically extremely difficult.

2
Introduction

were not allowed to wear armor or weapons


publicly within cities unless they were given
special authority to do so (i.e., they were hired
as bodyguards by an aristocrat, trading guild, or
house to protect caravans).

In turn, aristocrats (and clergy) had certain


restrictions of their own. There were activities
which were forbidden to them; in most areas, it
would be outrageous for an aristocrat to engage
in trade or certain types of other professions, and
unseemly for them to visibly concern themselves
with monetary profit (though of course, in private
many aristocrats were constantly obsessed with
maintaining their fortunes). In general, engaging
in common work is below the dignity of a noble.

In many modern stories, movies, or television,


The commoners of any area in the setting are
aristocrats tend to be depicted as self-absorbed,
likely to be born and die in the same place, and to
cruel, or brutal to commoners. Of course, in the
follow the same work (usually agriculture of some
medieval period, there were some (usually very
kind) as their parents did. Some commoners,
infamous) nobles known for cruelty or brutality.
those who owned lands and/or worked in trades,
But they were very much the exception to the
had some greater opportunities. They could rise in
rule. The delicate nature of civilization was
wealth, but would still have limits to their status.
considered precious. These social rules were seen
For example, an impoverished noble might need
as a way to avoid a collapse into the brutality of
a rich trader for money, but the trader still had to
barbarism that would lead to harm for everyone.
act with deference toward the penniless aristocrat.
The relationship between social classes was a
There are some cultures where certain special social contract: the aristocracy was expected to
circumstances could partially transcend social care for the land and the commoners who lived
class. In most cases, this involved being part of the in it and were required even to give their lives in
clergy. Priests (and in Lion & Dragon, Clerics), war if necessary to protect these things. In turn,
monks, nuns, imams or mullahs, and Sufi teachers the commoners were expected to be obedient and
all had a special status, requiring a particular loyal. The violation of this contract was a threat
category of respect regardless of how humble or to all stability. Commoners were raised to see the
great their circumstances of birth may have been. aristocracy as being chosen by divine will, and to
In the areas influenced by the Chinese philosophy respect them for it. Aristocrats were taught from
of Confucianism, there was another path as well: an early age that everything they did was not
even the lowliest of commoners had a right to for their own benefit but to serve their families,
attempt to take the Confucian exams for civil their legacy, their kingdom, and their land. The
service. If they passed, they were raised to the majority of people felt that this arrangement was
status of “literati” and would thus have a special vastly preferable to the bloodshed that anarchy
opportunity for respect and authority; some could would bring.
raise so high as becoming governors of regions or
members of the Emperor’s council.

In most areas, the Nobility has certain rights that


commoners do not share. These rights include
laws as to the type or color of cloth they may wear
as clothes or the right to walk in cities armed or
escorted by armed guards. Typically, commoners

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RELIGION

I
n all the cultures of the Silk Road, religion is extremely important. Whether Christians,
Muslims, Jews, Buddhists, Taoists, Confucians, Magians, or Hindus, the people of this age
see religion as a fundamental reality. In the cases of the Abrahamic faiths (Christianity,
Judaism, and Islam), the belief in other religions than their own is seen as a fundamental error,
and is often a cause for conflict. In any case, all cultures view their religious duties and practices as
fundamental to their lives, as a reality on a level that is hard even for people of faith in the modern age
to really understand. This includes an absolute and objective belief in good and evil and that religion is
a force for Order, while the abandonment or defiling of religion brings chaos.

However, despite the central importance of faith, this does not mean that people are not still people. On
the contrary, the majority of characters in the world would be essentially of a neutral alignment; they
believe in divine laws, but are also concerned with the regular affairs of life, personal gain, and pleasure.
Moreover, there are many other considerations aside from their religious devotion that would cause
them to compromise their religious beliefs.

4
Introduction

This is often true even with members of the clergy. The average priest, imam, or monk may have taken
the cloth out of faith. However, more material motives may have come into play, ranging from the desire
to have a more comfortable material life, to the respect and authority religious office can afford, or in
the case of higher offices, the lust for power, riches, or other personal benefits. Of course, many of the
common clergy do have an exceptional faith; and there are exceptional forces of the clergy (Christian
Clerics or Muslim Sufis) who the divine has clearly chosen for their faith to manifest miraculous power.

MAGIC, MONSTERS, AND MIRACLES

I
t is a fundamental part of medieval life that
magic, monsters, and miracles are all real.
There is no doubt in people’s minds that
these things are real. They are nevertheless
rare for ordinary people. A typical villager will, of
course, experience very minor magic and miracles.
There are miraculous events in their religion that
they will likely have experienced in their lives:
healings, exorcisms or cures for the mad, the
miraculous power of relics, and local wise-men
performing divination and auguries. But they
will also know from very reliable sources of much
greater acts of magic, performed by great wizards or holy men. These are facts. The typical priest or
monk is obviously not going to possess miraculous gifts, but saints will, and many people have seen
the miracles of saints (of various religions). Magical artifacts are exceedingly rare, but great heroes
often have them. Families of great antiquity pass artifacts down as inheritances from one generation
to another, and churches (as well as Sufi or Buddhist shrines or temples) have relics of power from the
remains of saints.

Monsters are undoubtedly real, but are also very rare to the common person who exists in civilization.
At some point in their life, Villagers might have had a terrifying encounter with the living dead or
ghosts or spirits. Other monsters are usually not found in the places of civilization, but being creatures
of chaos would instead be found in the wild places far from man’s realm.

5
Sword & Caravan

LIFE IS CHEAP

I
n the Medieval world, life is cheap. One-third
of all children will not live to see their 10th
birthday. War is brutal, but more soldiers die
from infections from non-lethal cuts than
they do on the field. So, disease is a constant threat.

In-game terms, to reflect a medieval-authentic style


of play, there should not be any “raise dead” or
“resurrection” spells. There’s no coming back from
death. And even the mightiest of warriors can be
slain by some humble peasant with enormous
luck. For example, Richard I Lionheart, whose
exploits, and incredible prowess in battle will
be described in the timeline chapter of this very
book, ends up dying from an infection caused by a
crossbow bolt in the shoulder, fired by a boy barely
in his teens. The Lion & Dragon RPG is designed so
that you can have extremely powerful and competent
high-level characters, but an unlucky hit even from a
1HD opponent could slay a 10th Level knight (either
through critical hits, or disease). So if you aren’t
using L&D but want to make your game have the risk
factor and intensity of medieval authenticity, make
sure to apply some kind of critical hit rule, and take
disease seriously.

Although death is ever-present, and people are constantly aware of


it, that doesn’t mean that they don’t appreciate life. Most people will, under most circumstances, try
anything to stay alive in the face of death. The importance of religion is such that for most people,
however much they may wish to live, there are more important things than death. Not only faith, but
also duty, and honor, take precedence for virtuous people over mere survival.

MORALITY, SEXUALITY, AND THE ROLE


OF WOMEN

T
he most important aspect of medieval-authentic play is that the morality of the modern
post-enlightenment world (to say nothing of the post-modern world) is not the morality
or culture of the setting. People in this time have a completely different mindset regarding
objective truth, crime and punishment, sexuality, and gender roles. This is not to say that
these moral concepts were very strictly obeyed, but that these values were never publicly flaunted.
Honor, alongside family and faith, was the basis of all the cultures of Europe and the Silk Road, and
nothing was worse (not even death) than that which would cause dishonor.

Regarding sexuality and gender roles, there were some areas of the Silk Road where the culture was
more restrictive, and others that were more relaxed. While in the Christian and Muslim areas, the
culture was very strict about both extra-marital sex in general and sodomy in particular. Certain

6
Introduction

regions were much less fundamentalist than


others, and in them, these forms of sexual activity
were more tolerated, as long as they weren’t
too visible. In the areas dominated by Chinese
culture, the rules were somewhat more lax,
though anything that caused scandal or public
embarrassment was still taboo. In areas where
Persian or Hindu culture had more influence,
there was some toleration for a “third gender” in
society.

The restrictive role of women throughout the


setting (the Song-influenced Chinese cultures
were just as restrictive of women, especially
women of high social status, as the Christian or
female archer in a green cloak who shot down a
Islamic areas) means that if you were playing
large number of Muslim soldiers before finally
in a very strictly medieval-authentic style,
succumbing to her wounds.
female characters would find themselves highly
disadvantaged. But, of course, a GM could choose So within a Medieval-Authentic campaign,
to grant women a little more leeway than usual in players who might wish to play female characters
the historical context. should be able to play any class, but with the
understanding that they would be highly unusual
On the other hand, it can be assumed that PCs
examples of their gender and would likely want
are exceptional people. There were certainly
to explain what led their character’s life to such
records in history of exceptional women doing
an unusual course, and to understand that they
exceptional things contrary to the established
would in some situations be seen as outsider and
expectations for women in the period. There are
face (and have to overcome) certain prejudices.
many stories of women who would have different
types of adventures, sometimes disguising
themselves as boys or men, or sometimes openly
defying the era’s standards. For example, in the
campaign setting for Lion & Dragon, women
could be clerics, as being living-saints with
miraculous gifts they were thought of as chosen
by God, and no one could question God’s choice
should a woman show such gifts. And just as there
were female saints in the Christian world, there
were also female Sufis in the Islamic world, like
Rabia of Basra, who was greatly respected for her
gifts and wisdom. Women could be thieves or
magicians, and in China, there were female Taoist
sages and martial artists.

There were also female warriors or soldiers,


including some among the Crusader forces of the
time. For example, accounts of the Third Crusade
tell of how several women fought alongside the
Crusaders during the liberation of Acre; the
Muslim historian Imad Ad-Din mentions that
among them, there was a remarkable unnamed

7
Sword & Caravan

SETTING OVERVIEW

triggered the Second Crusade, which proved to be

THE CRUSADER
a disastrous failure, leaving the Christian states in
the Holy Land further weakened.

STATES AND THE Around 1176, Saladin had united most of the
Muslims of Syria and engaged in a prolonged
CITY OF ACRE conflict with the Seljuks that he would eventually
win. In the 1180s, Saladin turned his attention

T
he so-called “Crusader States” could to reconquering the Christian territories. After
more accurately have been termed a decisive victory at the Battle of Hattin, Saladin
the Frankish States in the Levant. The conquered the Christian cities of Acre, Jaffa,
ruling population of these states was Sidon, Beirut, Ascalon, and (most significantly)
made up of Frankish-speaking Catholics, most Jerusalem. The Principality of Antioch and the
of whom were not Crusaders in the strictest County of Tripoli were greatly reduced in size
sense (of warriors who took the Crusader oath). to very limited territories along the coast. Of
Regardless, these were states that were established the Kingdom of Jerusalem, only the city of Tyre
following the First Crusade, the great undertaking managed to remain in Crusader’s hands.
of Christian Europe to reclaim the Holy Land The shock at this devastating loss led the Papacy
from Muslim rule. to call for a Third Crusade, and it was answered
As of the conclusion of the early Crusader by the Kings of France, England, and the Holy
period, a number of different Crusader States Roman Emperor. Of these, the eventual champion
were established: the County of Edessa, the that would ultimately make the most gains during
Principality of Antioch, the County of Tripoli, and the Crusade was the English King, Richard
the Kingdom of Jerusalem. However, the Seljuk Lionheart.
Turks were able to recapture Edessa in 1144; this

8
I : Setting Overview

During the Third Crusade, the Crusader forces


recovered the cities of Acre and Jaffa. In addition, Tripoli (and Krak Des
Richard negotiated a truce with Saladin that
would guarantee the rights of Christian pilgrims
Chevaliers)
to travel through Muslim territories (the Tripoli is a major port city of the Crusader
Crusaders also took Ascalon and Darum, but States, and is the capital of the County of Tripoli.
these would later be returned to Saladin as part of Founded when the city was taken in 1109,
the truce). and ostensibly a vassal state of the Kingdom
of Jerusalem, Tripoli is largely independent in
Antioch practice. However, it too has suffered a serious
reduction of its territory, with the forces of
The ancient city of Antioch was a part of the Saladin having reconquered important parts of
Byzantine Empire before it was conquered by the it, including the former Templar stronghold of
Muslims in 637AD. It was reconquered by the Tortosa.
Byzantines in 969 and became semi-independent
as the Byzantines continued their long, slow The Hospitallers continue to hold part of the
collapse. However, it was once again captured, north of the County from their mighty citadel,
this time by the Seljuk Turks, in 1084; the Krak Des Chevaliers. However, the
the Muslims ruled it for 14 years until north is also badly harassed by the Ismaili
1098, when it was recaptured by Nazari Assassin forces, which are ruled
the Crusaders. The Crusaders by the Old Man of the Mountain,
expanded the territory of Antioch blocking safe land travel between
into a relatively large region, while Tripoli and Antioch.
its rulers also had to quarrel with
the Byzantines, who claimed it as The city of Tripoli has a
their own territory. multicultural population of
Europeans, native Maronite and
By the late 12th century, the Principality Nestorian Christians, Jews, Armenians,
of Antioch had lost a great deal of its territory, and Greeks. The European population that
reduced mainly to the western coastal region. rules the city was mostly from Southern
The entire population was around 20,000. France, and the common tongue among
The vast majority of the population are them is Occitanian. The city has a massive
Greek/Byzantine and practice Orthodox and powerful citadel (Mont Pelegrin, the
Christianity, which is tolerated, while the “Pilgrim’s Mountain”) and impressive city
ruling class are Frankish and practice walls. It also has a large contingent of
Roman Catholicism. Knights Templar and Knights Hospitaller.

Antioch remained neutral throughout the


Third Crusade, although it allowed the German
crusaders to bury their King Frederick Barbarossa
in the city (he died from drowning while on
campaign in Armenia).

9
Sword & Caravan

There’s a large market, and in particular, Tripoli is island, but Alexander built a great land bridge to
a major exporter of silk to Europe. In addition, the take it. To this day, Tyre is located on a peninsula.
city has a variety of churches (Catholic, Orthodox, The city was later said to have been visited by
and other denominations). Jesus. There is a spring within the city where
legend holds Jesus and the Apostle John drank
During the third Crusade, Tripoli was largely from; it has become a popular pilgrimage site.
neutral and did not actively participate in the
military campaigns of Richard Lionheart. The city was later conquered by the Muslims. It
avoided being conquered in the First Crusade by
Tyre paying a large tribute to the Crusaders. Still, in
1124 the city was taken by Crusader forces after a
Once a mighty Phoenician trade city, Tyre dates siege that lasted over five months, becoming part
back thousands of years into early antiquity. of the Kingdom of Jerusalem. The city of Venice
Christians know it best as the city of the great sponsored the Crusader forces, and the Venetians
King Hiram, who had been an ally to the Jewish established significant property and commercial
Kings David and Solomon and helped in the interests in the city.
original construction of the Temple of Jerusalem.
The city was later conquered by Alexander the The city was the first to export silk to Europe,
Great. Legend holds that prior to Alexander’s and in addition to exporting goods from the Silk
conquest, the city of Tyre was situated on an Road, it also has local trade in glassware, purple-
dyed cloth, and sugar. The city’s population
of about 25,000 has a mixture of cultures and
engages in tolerance. There’s a population of
at least 500 Jews, many of whom are master
glassmakers. There’s also a Muslim population (a
facet of Tyre’s rulers having honored the promise
they made when taking the city; that any of its
citizens could leave safely, but those who chose to
stay would be allowed to remain unmolested).

Among the Muslim population of Tyre, there were


many exemplary citizens, including the recently-
deceased female poet Um Ali Taqiyya, whose
poetic skills became famous in the Arab world
beyond Tyre’s walls.

When Saladin’s campaign conquered all the rest of


the Kingdom of Jerusalem, only Tyre’s walls and
defenders managed to hold out. For four years
(until the Third Crusade), it was a solitary island
of Christendom surrounded by Muslim forces.
During this time, it was the ostensible capital of
the Kingdom of Jerusalem.

10
I : Setting Overview

In the year 1187, Acre was conquered by Saladin


Acre after the battle of Hattin. King Guy of Jerusalem
The city of Acre dates back to ancient times, besieged the city in 1189 with the help of forces
having been in existence for at least as long as the from Tripoli and mercenaries from Pisa. However,
time of the ancient Egyptians. The forces of the Guy was unable to break into the city, and his
First Crusade took Acre after a grueling four- forces were later surrounded and besieged in
year-long siege in 1104. It became the main port turn by Saladin’s forces. The situation was finally
of the Kingdom of Jerusalem. It quickly became a resolved in 1191 when the forces of the Third
very prosperous port due to trade with Europe. So Crusade arrived, drove away Saladin’s army, and
wealthy was it that the profit from Acre alone was finally took the city.
equal to the entire economic wealth per year of
It was during the siege of Acre that Germanic
the Kingdom of England.
Crusader knights formed the Teutonic Order,
which is now based in Acre. Acre also has a
sizable contingent of Templar and Hospitaller
knights. The city has areas under the control of
Venetian and Genoan merchants (both near the
port) and German merchants (slightly further
away). There is often considerable infighting and
intrigues between the different political factions
of the city, between the different merchant groups,
the different knightly orders, and the various
political factions (the nobles vying for control
of the crown of Jerusalem, and the different
Crusader groups).

The city has massive fortifications, with double


walls and a series of towers; different sections of
the city walls are defended by different military
factions (the Templars and Hospitallers man
sections of the outer walls, along with the knights
of Acre, and the Teutonic Knights).

One of the towers, known as the Accursed Tower,


is of particular fame. Its name derives from the
legend that tells that in the time of Christ, Acre
was the location of Herod’s royal mint, and the
mint was located in that tower. The 30 pieces of
silver paid to Judas to betray Christ were said
to have been forged here. It was notable that the
Accursed Tower was where the forces of Richard
The city remained quite cosmopolitan, with Lionheart first broke through into the city to
a ruling population of “Latins” (European reclaim it.
Christians) mixed with populations of middle-
eastern Christians, and also a minority of Muslims The port is surrounded by powerful sea walls,
whose faith was tolerated as part of the treaty and also a tower built on an island known as the
of surrender when the city was handed over Tower of Flies. This ancient tower was said to date
after the siege. There are numerous churches in back to the time of the Phoenicians, and its name
the city of both Catholic and native Christian is derived from the legend that the Phoenicians
denominations, and even a mosque for the worshiped the demon Beelzebub, Lord of Flies,
Muslim remnant. and the tower was where his priests conducted
sacrifices. At present, the Tower of Flies serves as a

11
Sword & Caravan

vital part of the maritime defenses of the city, and


it is from the tower that a sea chain is controlled,
which can be raised to prevent enemy ships from
THE KINGDOM OF
being able to pass into the harbor. SALADIN
At present, Acre has a population of about 25,000

S
inhabitants. aladin is a legend in his own time and
one of the great leaders of Muslim
The port of Acre has careful custom houses to history. He was the founder of the new
receive any oncoming merchant cargo. Clerks take Ayyubid Dynasty and ruler of Egypt,
stock of all goods outgoing or incoming to collect Syria, and many peripheral regions between and
the taxes (charged at 13% of the estimated value around the two. Although he rules over the Arab
of any foreign goods sold in Acre). In addition, peoples, he is himself a Kurdish Sunni.
large two-floor warehouses are available to rent
for storing goods. Roman Catholics, Levantine The son of a Kurdish chieftain, Saladin was born
Christians, and Arab Muslims all work here in in the town of Tikrit during a time when the
relative peace. Seljuk Turkish Zengids ruled the region. He was
largely raised in Damascus, where he was said
Prior to the treaty between Richard Lionheart to have been an excellent scholar of the arts,
and Saladin in 1192, only a very small number of sciences, and the Koran. By some accounts, it was
Arab merchants would come to Acre (or the other his wish to become a scholar. Still, circumstances
Crusader ports), and very few “Latins” (European obliged him to follow the family business and
merchants) would go into Muslim lands. In both become a warrior, initially in the service of the
cases, the typical route was only from Acre (or Zengids.
Tripoli) to Damascus and back again. Naturally,
this kept costs quite high. In his early career, he fought in battles against
Crusader incursions into Egypt. As a result, he
After 1192, trade became more common, and came to the attention of the Fatimid (Ismaili
it was the earliest point where Europeans could Muslim) rulers of that land, a dynasty already
travel beyond the Muslim lands of Saladin and in steep decline. He was only in his early 30s
throughout the length of the Silk Road, seeking when he was appointed the Vizier of Egypt by
out the best prices and deals. The biggest imports the Fatimid Sultan. This decision was partly
to Arab markets in Acre are wool products because, as a foreigner, it was felt he would
(particularly the very best wool from Flanders and not have personal interests or allegiances that
“true blue” cloth from England) and silver. could undermine the Sultan. The Sultan
The biggest exports to Europe are silks, also assumed that Saladin would be
gemstones, and jewels. easy to control due to his youth and
inexperience.
After its recapture, the city of Acre
becomes the most libertine of all the Early in his period as Vizier, he avoided
Christian cities in the Holy Land. In an assassination attempt and quelled
addition to all the trade, prostitution, a revolt intended to remove him
drinking, gambling and crime from power. He also defeated a huge
are rife in Acre’s city streets. One Crusader and Byzantine army that
visiting Catholic Bishop found attempted an invasion of Egypt. By
himself shocked to the state of 1171, he overthrew the Fatimids
illness at the things he witnessed and took control of Egypt,
in Acre, stating that Acre was ostensibly in the name of the
a “new Babylon” and reported Caliph of Baghdad.
that in the city, even the priests
shamelessly took whores as their
private mistresses.

12
I : Setting Overview

also forbade Christian merchants from operating


in his lands and Christian pilgrims from traveling
to Jerusalem.

When he captured Jerusalem, he allowed


Christians who paid a ransom to leave, but
enslaved some 15,000 Christians who could not
pay, as well as many of the common soldiers
who had fought in the siege. He had most of
the church towers destroyed, and most of the
churches converted into horse stables. However,
he opened the city to Jewish settlers (they had
been expelled after Jerusalem had been taken in
the First Crusade) and tolerated the Georgian
orthodox Christians as the Georgians were then
allies of the Ayyubids.

As of the start of the campaign, the Ayyubid


By 1174, with the death of the Zengid ruler Nur empire stretches from Northern Syria (including
Al-Din, Saladin took Damascus and conquered the Kurdish lands), all across Syria, including
all of Syria, with large-scale support from much Damascus, Jerusalem (almost all of its former
of the Arab population, who disliked their kingdom), all of Egypt from Alexandria down to
Turkish overlords. In that time, he survived an the border with Nubia, the entire eastern coast
assassination attempt at the hands of 13 Ismaili of the Red Sea including Yemen, and all of the
Assassins. Finally, in 1175, Saladin defeated the coast of North Africa up to and including the city
Zengid army decisively at the battle of the Horns of Gabes (in modern-day Tunisia). In addition
of Hama and declared himself Sultan of Syria to these direct holdings, Saladin is considered
and Egypt. the Protector of the two holy cities of Mecca and
Following the establishment of his empire, Saladin Medina (of great religious significance, which
engaged in intermittent series of conflicts with helped to legitimize his rule).
the Crusaders, particularly in the Kingdom of In theory, Saladin’s Ayyubid Sultanate of Syria
Jerusalem; sometimes motivated by his incursions and Egypt is actually a vassal subject of the
into their territory, at other times by Abbasid Caliph in Baghdad. This is
Crusader attacks on his territory, because the Caliphs are descendants
as well as by prohibitions by the of Mohammed and, thus, to the
Crusader states against Muslim Sunnis, legitimate leaders of
merchant trade with the the Muslim World. However,
Crusader port cities. in practice, the real political
Eventually, a peace treaty was and military power is in
established between Saladin Saladin’s hands.
and the Kingdom of Jerusalem The Abbasids can influence
in 1186. However, the treaty political, social, and especially
was broken the very next year by religious affairs. However, since
Raynald de Chatillon, who engaged the time of the invasions of the Seljuk
in raids against merchant caravans. As a Turks, the Caliphate has essentially been a
result, war was declared again. This time, Saladin figurehead without enough military might of their
scored a decisive victory at the Battle of Hattin, own to enforce their power. So, in effect, while
taking Jerusalem and most of its kingdom. Saladin they are allegedly the sovereigns over Saladin,
they are de facto under his protection and subject
to his power.

13
Sword & Caravan

they weakened and were displaced by the Kara


THE SELJUK TURKS Khitan. The Abbasid Caliphate managed to regain
autonomy of some of its core regions (including

T
Baghdad) by the 1150s. And finally, the Zengid
he Seljuks are not Arabs but rather
Seljuks who controlled much of Syria were largely
Turkomans who originated in the
defeated by Saladin in recent years.
Kazakh region (north of the Silk
Road). They invaded the Western Silk Currently, two important factions of Seljuk
Road area in 1035 and swept into Arab lands, Turkish rulers still have power in the region. The
conquering everything in their path. At their Seljuk Sultanate of Rum still rules in Anatolia,
peak, about a century ago, they ruled most of the north of the Crusader states. More importantly,
silk road, the lands of the Abbasids (who were the Seljuk Sultans of Hamadan continue to rule
reduced to their vassals), all of Syria and Arabia, over a region that includes several cities on
all of the lands later taken by the Crusaders, and the Silk Road east of Baghdad. The Seljuks of
further north much of Anatolia. Hamadan are Muslims, and their culture is largely
influenced by the Persian civilization.
But later, rival Turk princes started to quarrel
among themselves, and their empire was divided.
In the First Crusade, it was the Turks who were
defeated by the Crusader forces. In the east,
THE
KHWARAZMIAN
SHAHS OF
BUKHARA

T
he territory known as Khwarazm was
part of the Seljuk territories. As the
Seljuks slowly declined, they put this
border region under the control of
governors. In 1077 a former slave rose to become
governor of Khwarazmia; his name was Anush
Tigin.

Anush Tigin and his descendants became


hereditary vassal rulers of the region. They began
as vassals of the Seljuks, and later, following the
Seljuks losing the territory to the Kara Khitan,
as a vassal of the Liao dynasty. However, by the
1180s, the Khwarazmian Shahs became essentially
independent rulers of their territory, based in the
city of Bukhara, under the rule of the great Shah
Ala Ad-Din Tekish.

14
I : Setting Overview

THE GHURIDS LIAO/KARA KHITAN

T T
he Ghurid Sultanate was a Persian- he Kara Khitan call themselves the Liao
descended kingdom that emerged from in Chinese, but “Khitai” in their native
the region known as Ghor (in modern- Yelu language. From “Khitai,” the term
day Afghanistan). The Ghurids were “Cathay” has become adopted among
descended from an ancient line of Buddhist Europeans as a reference to “China” because the
Kings, but by the 1100s, the Ghor region was early travelers there believed the Liao territories
conquered by the Abbasids, and the local rulers to be China itself. The culture of the Liao is a
converted to Islam. By the 1150s, the Ghurids had combination of Chinese influence as well as
broken free of Abbasid control. Under the rule of traditional customs.
their Sultan Ala Ad-Din Husayn, they conquered
former Abbasid territories in both Persia and The Kara Khitan were originally barbarians from
India, earning their leader the title of “Husayn Mongolia who conquered part of China from the
World Burner.” Song. The Song made use of the Jurchen to drive
the Khitai out (only to later face a more terrible
The current ruler of the Ghurids is Husayn’s invasion from the Jurchen themselves). But some
nephew, Ghiyath Al-Din Muhammad, who has of the Khitai fled westward and founded the
continued to expand Ghurid territory. “Western Liao” dynasty, taking over various cities
of the Silk Road, taking advantage of the relative
Ghurid culture is a mixture of Islamic Persian weakness of the Seljuk Turks. By 1141, they had
culture with Afghan and Indian elements. Persian control over much of the Fergana Valley and
is the official language of their territories, which Transoxiana regions of the Silk Road. They rule
extend from Herat on the Silk Road to the Ghurid these territories from the city of Balasagun, just
Delhi Sultanate in India. Their cities feature off the Silk Road.
a mix of local architecture with Persian and
Indian influence. The current Emperor of the Liao is Yelu Zhilugu,
who has been ruling for the last 15 years. He
is known for being an able diplomat and for
his edict of general religious toleration in all
his territories.

15
Sword & Caravan

The Liao are primarily Buddhists (mixed in great hall of historical records, and a Confucian
with ancient tribal religious customs, like fire- exam system for court officials. He has also greatly
worship and the sacrifice of oxen or horses), supported Buddhism. On the 50th anniversary
but the Great Liao Empire practices religious of his reign, he had 100,000 copies printed of the
tolerance. Much of the peoples they rule over Sutra of Maitreya’s Ascent and lesser quantities of
are Muslim, and the current Emperor has also several other Sutras.
been very accommodating to Christians living in
his territories. Though there has been peace for much of
Renzong’s reign, recently, there has been an
The Liao are unique among the powers along increase in hostilities with the Jin. They consider
the Silk Road in that they have a permanent the Xia traders to be unscrupulous cheats (a
professional army of paid soldiers. These soldiers bad reputation that other peoples of the Silk
have provided them with much military strength. Road share) and have blocked Xia traders from
However, in recent years, both the armies and operating in Jin cities.
the administration of the Liao have become
increasingly rife with corruption.
JIN DYNASTY
THE XIA/TANGUT
T
he Jin Dynasty are the current rulers of
Northern China, but they are not Han

T
he Xia are formerly barbarian people Chinese; rather, they are descendants
who have taken on Chinese culture. of the Jurchen tribal barbarians who
They were originally called the had at one time been used as mercenaries by the
“Tangut.” Unlike the Liao and Jin, who Song Dynasty. They took advantage of the Song’s
originated from Mongolia, the Tangut people were weakness to invade Imperial China, taking the
originally of Tibetan origin. They call their own northern half of the kingdom.
nation “The Kingdom of the White and Lofty.”
After the Jin conquered the northern half of
Their capital is the city of Ningxia, Song China in 1127 (including the Song capital,
Kaifeng), and after initial conflicts, there has
They control an area of the Silk Road east now been a period of lengthy peace between
of the Sun Gate, and aside from being the Jin and Song, as the two forces are in
known as great warriors, they are also a stalemate. The last major war
renowned as skilled architects of between the two was over 30
buildings of great beauty. The Xia years ago.
court is
full of The Emperor Zhangzong of Jin
intrigues, is 24 years old, having ruled the
which has Jin for only 3 years. The Jin have
led to neighbors increasingly adopted Chinese
and even some Xia citizens calling their culture. However, the Emperor
state the unflattering nickname of “the (while being a fervent Confucian)
nation of ten thousand secrets.” has made sure to retain elements of
Jurchen culture; i.e., encouraging
The current Xia emperor, the use of the Jurchen language,
Renzong, ascended to the requiring that subjects taking
throne at the age of 16, some (Confucian) tests for civil
53 years ago. Now 69, he spent service also pass tests in
part of his reign augmenting the traditional Jurchen archery, and
Chinese cultural aspects of the Xia incorporating Jin social ceremonies
rule, building large numbers of like the practice of “kowtowing”
Confucian schools and temples, a before the Emperor.

16
I : Setting Overview

The Jin are known among neighboring cultures


for being far more libertine than other cultures;
it is considered normal in Jurchen traditions for
unmarried girls to have sexual relations before
marriage. Guests to Jin households will be offered
the chance to bed one of the unmarried girls of
the household as a matter of hospitality. On the
other hand, married women are still expected
to be loyal to their husbands. And among the
nobility, unmarried girls will not sleep with
foreigners or any Jurchen who are below their
social status.

The Jin are in control of the final city on the Silk


Road proper, Lanzhou. But most of the territories
beyond Lanzhou are under Jin control, and
Chinese goods that now flow into the Silk Road
are mostly of Jin provenance.
The military, in particular, became seriously
neglected, with low quality of organization,
SONG CHINA training, or morale. As a result, in the frontier
regions, foreign tribes like the Liao and Jurchen

T
he Song Dynasty is the current truly developed their own states. Eventually, the Song
“Chinese” Dynasty, but has been entered into a pact with the Jurchen to fight
greatly reduced from its former glory. against the Liao. This allowed the Jurchen to learn
The Song Dynasty was established in much of the Song’s military techniques, while also
960 after a period of chaos known as the “five realizing just how weak and incapable the Song
dynasties and ten kingdoms period.” military really was.

A combination of good governance, merit-based In 1125 the Jurchen, calling themselves the
promotion, reduced intervention in economic Jin Dynasty, invaded Song China and with
affairs, a relatively liberal social environment, tremendous speed proceeded to conquer huge
an emphasis on innovations in science, swathes of Song territory, eventually capturing
technology, general education, and philosophy, and sacking the Song capital of the time (Kaifeng,
and innovations in rice cultivation all led to the said to have been the most beautiful and majestic
Song becoming one of the most advanced and city in the world) in 1127.
prosperous civilizations on Earth. At their peak,
The remnants of the Song court were only able to
their success had doubled the population of China
regroup south of the Yangtze River, having lost
(to about 90 million).
all territories to the north. They re-established
However, by the late 11th century, the Song themselves as the Southern Song Dynasty based
government had become caught up in serious in the new capital of Lin’an.
factional politics among the scholar-bureaucrat
In the following decades, the Song have re-
elite (who had throughout the dynasty become
established themselves, building a significant navy
consistently more powerful than the aristocracy
(the first permanent navy in Chinese history) and
or the military), with partisan struggles between
merchant fleet. They have also developed great
reformers and traditionalists causing periods of
advances in both philosophy and technology
gridlock, political favoritism, unjust accusations,
with a generally prosperous society. Still, despite
and exiles of political enemies, as well as other
several attempts, they have failed to recover their
activities that generally distracted and weakened
lost territories. Nevertheless, the Song are still
the Song state.
the most advanced civilization on Earth. In many

17
Sword & Caravan

respects, the Song were the most advanced ² Weaponized gunpowder:


civilization in history until at least the Age Gunpowder itself predates the Song; it
of Enlightenment in Europe some five was a Chinese invention of the Tang
centuries later. Dynasty. But during the time of the
Tang, gunpowder was used mostly as
The Song Dynasty an amusement and noise-maker. In
has been incredible the time of the Five Dynasties and Ten
in its technological Kingdoms, gunpowder was weaponized
innovations. As of in a primitive fashion, to use it to
the starting point of the propel arrows.
campaign, the Song
have already invented However, by the
mechanical clocks and present time of the
other mechanical campaign, the Song
devices (mostly toys, have developed the use
but including things of gunpowder to create
like revolving book- cannons, primitive arquebus
cases for libraries), windmills, paddlewheel boats, rifles (called “hand cannons”), explosives, and
and complex locking canal systems along their land mines. The Song have also developed a
rivers (which have revolutionized river travel workable flamethrower.
and transport), floating compasses (allowing
for effective use of compasses in ocean travel), In mechanical terms, hand cannons work in
and odometers (allowing for incredibly accurate the same way as rifles do in the Lion & Dragon
marking of distances). ruleset. Likewise, regular cannons work the same
way as small bombards from those rules.
Their three most important innovations
are world-changing: Song Land Mines work in that if someone steps
on one, it will explode for 3d6 damage (save vs.
² The printing press: the Song’s invention area effect for half damage), and anyone within
of the printing press allows for the mass- 5’ of the mine will also take 2d6 damage (save vs.
production of books on a scale never before area effect for half damage).
seen in human history. This also allowed for
a vast expansion of education (particularly Song flamethrowers do 2d6 damage up to 30’
when combined with the Confucian value away, and the target will take another 1d6 damage
placed on education). if they do not take a full round to put themselves
The ability to create large numbers of books out. The Song flamethrower will typically have
for a tiny fraction of the previous six uses before its tank of ‘liquid
time and cost led to huge advances fire’ is emptied. Song naval forces
in all areas of human culture. have larger flamethrowers,
² Paper money: the Song managed by a four-man
invention of paper money crew, used for ship-to-
allowed for commerce ship combat.
to flow much more
These items are closely
freely all over China, in a
guarded Imperial technologies
much easier way than ever
that are never sold to the general
before. The use of printed
public, much less to foreigners.
paper money was adopted by
the Jin and the Xia, meaning that The Southern Song Kingdom
at the Eastern end of the Silk Road, is at present wealthy, stable and
paper money will become known to prosperous. Its naval exploration has allowed
travelers. it to greatly increase its wealth. It has a booming

18
I : Setting Overview

culture, particularly its poets and philosophers (including the great Zhu Xi, the most important
Chinese philosopher since Confucius). However, the current Emperor Guangzong is a laughing stock, a
henpecked weakling controlled by his powerful wife, Empress Li.

This is a cause of great resentment to part of the bureaucratic class, who are overshadowed by the
Empress, particularly the hawkish faction that would wish to attempt to strike back against the Jin and
retake the Song’s lost territories.

THE MONGOLS

A
t the beginning of the campaign period, the Mongols are nomadic tribesmen living north of
China, and northeast of the Silk Road. For centuries they had been a minor annoyance to the
Chinese, periodically uniting under some greater Khanate, only to break up again after defeat
in battle or through internal squabbling. The last period of unity was led by a warlord known
as Khabul Khan (the great-grandfather of Genghis), but the confederation fell apart a couple of decades
ago. As a result, no one considers them particularly important in this period.

Of course, in the future of the campaign period, the Mongols will unite under Genghis Khan, and
sweep through China and the Silk Road, devastating everything in their path.

19
Sword & Caravan

GAZETTEER OF THE SILK


ROAD
THE STOPS ON THE
² Hattin
² Jerusalem

SILK ROAD
² Damascus
² Al-Karak, the Fortress of Crows
² Mecca
The following is a list of the cities and various ² Homs
routes of travel along the Silk Road from Acre to ² Hama
Lanzhou. Descriptions of the various cities follows ² Masyaf, the Assassin Citadel
below, along with details of other routes that ² Aleppo
deviate from the main Silk Road. ² Tartus/Tortosa
² Krak Des Chevaliers
Acre to Nishapur ² Palmyra
² Resafa
² Acre ² Raqqa
² Jaffa ² Haran
² Jerusalem ² Sinjar
² Tyre ² Mosul
² Tripoli ² Tikrit

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II : Gazetteer of the Silk Road

² Anah
² Anbar Nishapur to Samarkand
² Baghdad, The Center of the World
² Basra
(Northern Route)
² Baqubah ² Nishapur, The Perfect-Built City
² Erbil and the Ruined City of the Four ² Sarakhs, City of Libraries
Gods ² Merv, The Mother of the World
² Hulwa ² Konjikala
² > Hulwa Pass ² Sabsivar
² Kermanshah ² Baykand
² Hamadan ² Amol
² Golpayegan ² Hazorasp, City of a Thousand Horses
² Isfahan ² Gurganj
² Rayy ² Bukhara, City of Good Fortune
² Qom ² Rabati Malik
² Qazvin ² Samarkand
² Alamut and the Assassin Fortresses
² Zanjan
² Tabriz
Nishapur to Samarkand
² Simnan (Southern Route)
² Damghan and the ruined City of One
² Nishapur, The Perfect-Built City
Hundred Gates
² Herat, Pearl of Khorasan
² Jajarm
² Farah
² Azadvar
² Zaranj, The Waterland
² Nishapur, The Perfect-Built City
² Firozkoh, Turquoise Mountain
² Merv Al-Rudh, Little Merv

21
Sword & Caravan

² Faryab, Hell on Earth


² Balkh Takla-Makan Desert
² Kholm
² Taliqan
(Southern Route)
² Termez, The Crossroad ² Samarkand
² Samankan ² Merket
² Dushanbe ² Yarkand
² Kish, Pleasing to the Heart ² Kargilik
² Samarkand ² Khotan
² Leh
Keriya
To Kashgar from Samarkand
²
² Niya
² Samarkand ² Minfeng
² Panjikent ² Qarmo
² Zaamin ² Charklik
² Bundjikat ² Miran
² Tashkand, City of Stone ² The Jade Pass or Yumen
² Khujand
²
²
Khavakand, City of the Winds
Osh
Hexi Corridor
² Uzgen ² The Jade Pass or Yumen
² Torugart Pass ² The Sun Gate and Yangguan
² Erkeshtam ² Dunhuang, City of Beacons
² Kashgar ² Suzhou, City of Wine Springs
² Tash-Rabat ² Liangzhou
² Balasagun, the Pretty City ² Ningxia
² Tashkurgan, the Stone Fort ² Wushao Pass
² Lanzhou, the Golden City
² Zhongdu
Takla-Makan Desert ² Hanzhong
(Northern Route) ² Baoji
² Lhasa
² Samarkand
² Aksu
² Kucha The entire length of the Silk Road from Damascus
² Korla to Lanzhou is over 6,000km (more than 3,750
² Iron Gate Pass miles). It would take an absolute minimum of five
² Loulan months to race through on camel or horseback
² Yanqi, the Black Town if one did nothing but travel with only overnight
² Turpan stops. More realistically, it is likely to take eight
² The Jade Pass or Yumen to ten months to travel if one does not stop at any
point for longer than a couple of days.

22
II : Gazetteer of the Silk Road

since 1187. Jaffa had been conquered by Saladin


ACRE TO NISHAPUR in 1187 (the same year he conquered Jerusalem),
but it was recaptured by Richard Lionheart in
1191. After 1192 the treaty between Lionheart and
Acre Saladin once more secured the right of passage for
Christian pilgrims to Jerusalem.

From Acre, there is also a road North to Tyre and


then Tripoli. Tyre is held by the Crusaders and
was the seat of the Crusader states until 1191,
when Richard Lionheart rescued Acre. Although
some have now moved to Acre, tyre is still full of
Christian refugees from Jerusalem.

Tripoli is a crucial French port and Crusader city.


It has major markets in silk weaving.

Hattin
A tiny village on the route to Damascus; this was
the site of the greatest military defeat, in 1187,
of the Crusader forces at the hands of Saladin’s
army. It is located between two hills known as the
“Horns of Hattin.”

Other routes: from here, a minor road leads


south to Jerusalem.

Damascus
Damascus is an ancient city; according to legend,
the patriarch Abraham once lived here, and
visitors to Damascus can pilgrimage to a house
that locals claim was Abraham’s home. At that
time, Damascus was only a very small city, but
As detailed in the earlier section, following its it became an important metropolis by the time
liberation in the Third Crusade, Acre becomes the of the Roman Empire. It became in more recent
standard starting point for European incursions to times a very important city to the Seljuk Turks.
the Silk Road.

Other Routes: From Acre, there is a road south


to Jaffa, and from there East to Jerusalem. Jaffa
is a city that dates to biblical times, where it was
called ‘Joppa,’ and was said to have been where the
stones for King Solomon’s Temple were prepared.
Jaffa is where the treaty between Richard
Lionheart and Saladin is signed.

Obviously, many European Pilgrims seek to


travel to the Holy City of Jerusalem. However,
prior to the Third Crusade, the war between the
Crusaders and Saladin made pilgrimage very
difficult, as the city had been in Muslim hands

23
Sword & Caravan

Damascus has been under Saladin’s rule since


1174 and is his de facto home base. It has a
great library, hospital, stunning bathhouses,
and a variety of madrasas (Islamic schools). It is
also a major center of trade. Its wealth is visible
everywhere, even in the lavish funerary domes
built by the wealthy citizens as mausoleums.

24
II : Gazetteer of the Silk Road

The Great Mosque of Damascus (one of the largest


in the world, said by Muslims to hold the Head of Homs
John The Baptist) and the grand market are the
A key agricultural city under Saladin’s rule. Some
central features of the city.
Christian merchants prefer to take the road from
The city is divided into neighborhoods with Acre to Tripoli and then to Homs, bypassing
various ethnic enclaves, including ones for Jews Damascus. It has various impressive mosques, as
and Christians, as well as a merchant’s quarter. well as many local Christian churches, particularly
In addition, it has several of the largest and most the church of St. Elian, which is said to have a holy
luxurious Caravanserai to serve the constant relic, the girdle of the blessed virgin. Adjacent to
stream of merchants who pass through the city. Its Homs is the Qattina lake, which has an ancient
population is about 80000. dam, which provides irrigation to the fertile
region. The city is ruled by Saladin’s 17-year-old
Although to Europeans, Damascus is best known cousin Al-Mujahid in his name.
for the products of “damask cloth” and “Damascus
steel,” damask cloth does not originate from Other Routes: North of Homs, there’s a road
Damascus but is brought there through the silk leading to the city of Aleppo. Halfway between
road from China. “Damascus steel” likewise is, Homs and Aleppo is the town of Hama, an
in fact, not from Damascus, but brought from ancient walled town of great beauty, filled with
the great city of Merv (Damascus is just the gardens and a canal/irrigation system fed by a
place where it was typically first accessible to series of 30 “norias,” giant water-wheels.
European traders).
To the west of Hama, in the foothills of the
Other Routes: From Damascus, a road goes Ansariyah mountain range, is the dreaded Nazari
south to Al-Karak, which had been a mighty Assassin citadel of Masyaf, home of the “Old Man
Crusader fortress (also known as “The Fortress of the Mountain.” This is the title of the chief of
of Crows”), that fell to Saladin in 1188. It is now the Order of Assassins. The Ismaili are Muslim
ruled in Saladin’s name by his brother Al-Adil. radicals who are masters of assassination, a terror

Damascus is also the starting point of a major


camel route known as Wadi Sirhan, which follows
a deep depression from a long-dried river through
the desert. It eventually joins the road to Mecca.

There are a large number of western merchants


that come and go regularly from Damascus. But
only a tiny number of these go any further along
the Silk Road, the true adventurers.

25
Sword & Caravan

tactic they have used against both Sunni Muslim but was recaptured this year. It has an unusual
and Crusader Rulers in the region, all of whom cathedral-fortress known as Our Lady of Tortosa,
they consider enemies. which is said to have been built over the ruins of a
much older church founded by St.Peter himself. It
The “Old Man of the Mountain” has tried is controlled by the Knights Templar.
(unsuccessfully) to assassinate Saladin twice.
Saladin, in return, attempted to besiege Masyaf About 25 miles west of Homs on the road to
Fortress but was forced to retire after only a few Tartus is the Hospitaller fortress of Krak Des
days (allegedly after the Old Man himself made Chevaliers, the last Christian outpost any
his way through all of Saladin’s army camp and Christian travelers heading to the Silk Road
left an assassin’s dagger and warning note on his are likely to find. It was originally a Kurdish
bed). castle that was later completely rebuilt into a
European-style concentric fortress. The fortress
Only a year ago, the Old Man sent Assassins to has a garrison of between 1000-2000 Knights
assassinate Conrad of Montferrat, presumptive Hospitaller at any given time and has a reputation
King of Jerusalem, just after he was elected to of being impossible to besiege.
that title. Some say he did this on his own behalf,
others claim he did so in a pact with Saladin, and
others accuse Richard Lionheart of having made Palmyra
a pact with the Old Man to do so (as Richard had A truly ancient city dating back to the dawn of
supported a rival candidate for the throne). civilization, Palmyra has gone through multiple
cycles of growth and destruction, having been
Popular belief is that the Old Man of the razed to the ground and even abandoned several
Mountain is a master of dark mystical powers and times in its history. The current small city dates
is almost 150 years old, though others claim that, back to the late Roman Empire, and is part of the
in fact, there have been at least 3 masters of the Ayyubid Sultanate of Saladin, ruled (from Homs)
Assassins, who have successively taken up the title by Saladin’s 17-year-old cousin Al-Mujahid.
of the “Old Man.”
The city is now utterly secondary to Homs,
Until 1183 Aleppo was the capital of the Zengid though it has a decent-sized market (the Souq)
dynasty of Seljuk Turks, but Saladin (who had and a citadel built over the ruins of an ancient
once been their vassal) defeated them in war and temple of the pagan god Bel. Unfortunately, aside
conquered the city. It is now part of his empire. from impressive ancient ruins, there is little here
The city is smaller, older, and less maintained of interest.
than Damascus; it has been in decline since 1138
when a massive earthquake hit the Other Routes: About a day along the road
city and its surroundings, killing from Palmyra, a northern road leads to Resafa
hundreds of thousands of people. and then the city of Raqqa. Resafa is a small city
But it has an impressive citadel with a beautiful palace complex (now partially
that towers over the city on a hill ruined) dating back to the early Islamic period.
and a palace built by the Seljuks.
The most notable tourist feature of The city is also a holy pilgrimage site to local Arab
the city is that it has more than 150 and Greek Christians, as the site of
stunning bath-houses, many built the martyrdom of the Roman Saint
by the Seljuks. Sergius, a patron saint of soldiers.
There is a basilica here in his honor,
West of Homs, there’s a road built over the ruins of a much older
that leads to the town of Tartus, church after the first crusade.
known by Christians as Tortosa,
and a major headquarters of
the Knights Templar. The town
had been briefly captured by Saladin

26
II : Gazetteer of the Silk Road

Raqqa is a large city famous for its blue-glaze Sinjar, Mosul, south to Tikrit, and then reaching
pottery. In addition, it has beautiful buildings Baghdad from the north. However, this route is
made in a Persian style, very rare in the region. considerably longer as a detour and is usually
taken only by those so impoverished that they
If, for some reason, one did not wish to go by cannot pay the fees for transport by river barge.
the canal route from Anah to Baghdad, it would
be necessary to travel via Raqqa to Haran, then

27
Sword & Caravan

Haran is a small town built by the ruins of an


ancient city that was once clearly very great, long Anah
ago in the time of the Babylonians. The houses Famous for its date palms and gardens, Anah
here are very strange, built out of mud and is another truly ancient city. It also produces
shaped like giant beehives. It’s said that this city famous wine. The city serves as a center of trade
held a large population of Sabians, a religion of and politics for many local Arab tribes. The
magicians, until two centuries ago when the local city’s core is actually on an island in the river
Muslims slaughtered them and destroyed their Euphrates. Trade from Anah eastward progresses
temple. The Seljuks fortified the town and built a not along roads but on canals over the Euphrates,
palace here, which is now one of the residences with transport being a significant part of the
used by Saladin and his family. city’s income.
Sinjar is a town just south of the Sinjar mountains, To travel along the canals requires hiring barges
built by the Romans. It was fortified by the Seljuks to transport men, horses, and goods. The barges
and is now under Saladin’s control. The city are flat (as the river is marshy and not too deep)
has multiple mosques and madrassas and is an and are not especially large; a typical barge can
important center of Sufi mysticism and study. hold two or three passengers or one horse or an
equivalent load of goods.
Tikrit is a small town with a large Syriac Christian
population. It is most famous in these times as the The cost of transport from Anah to Anbar by
birthplace of Saladin. barge is 70fals per barge (about 12 English pence).
Mosul is a city near the ruins of the ancient Overland travel is possible, but local tribes engage
city of Nineveh, which was once the capital of in serious banditry (possibly encouraged to do so
the Assyrian empire and the largest city in the by the canal monopoly).
world. Mosul was held until 1186 by the Seljuk
Zengid dynasty until Saladin finally conquered
it. It has a significant population of Jews and Anbar
Syriac Christians and has a large community of Once a much larger city, and in past centuries the
renowned artists. capital of the Abbasid Caliphate, the founding of
Baghdad in 762 (as the new Abbasid Caliphate
capital) led to a slow but steady decline. The
only thing that kept it going was the creation of
the Nahr Isa or “King’s Canal” from Anbar to

28
II : Gazetteer of the Silk Road

Baghdad, meaning that traders coming or going Other major roads from Baghdad lead to Mecca,
between Baghdad and Anah must stopover in this Constantinople, and canals on the Euphrates
now decrepit town. connect to Acre via the “King’s Canal.”

The town now has a small population, though it’s Baghdad is still a great center of learning, being
surrounded by the ruins of its previous glory. the seat of major Islamic Law Schools, as well
as the Great Library known as the “House
Once again, transport from Anbar to Baghdad by of Wisdom,” which contains 400,000 books.
canal barge is the same price and conditions as In connection to the city’s role as a center of
listed in Anah above. learning, Baghdad is also one of the world’s
greatest producers of paper.
Baghdad The current ruler of Baghdad is the Abbasid
In this ancient region, Baghdad is a relatively Caliph Al-Nasir. After many generations of
new metropolis. It was only built less than 330 decline, the 22-year-old Caliph is engaged in
years ago by the Caliph Al-Mansur as the new campaigns to restore some of his dynasty’s former
capital of his Abbasid empire. About 150 years glory, recovering provinces lost to his forefathers
ago, the original city was razed to the ground by from the Seljuk Turks. Under his rule, he has
the Turks, but it was later rebuilt. At its peak, it shifted the religious inclination of the city from a
had a population of 1.5 million and was known more orthodox Sunni Islam toward the mystical
throughout the region as “The Center of the leaning of the Sufi sect. He has also helped restore
World.” some of Baghdad’s reputation as a great place of
learning and has encouraged charity, building
By the present time, with the decline of the
many refuges for the poor. His policies include
Abbasid Caliphate that rules it, Baghdad is much
great toleration for Jews and Christians.
reduced but still has a population of 400,000,
making it one of the world’s largest cities. The The Caliph’s palace in Baghdad is astounding; it is
city is still a major market stop, marking the three miles wide and includes a great garden park,
westernmost end of the Khorasan Road, the most a menagerie of unusual animals, an artificial lake
important highway of the Silk Route. The road is filled with water imported from the river Tigris,
accessed from the east gate of Baghdad, known as and many other wonders.
the Khorasan Gate.
Other Routes: There is a road northwest from
Baghdad going through the town of Tikrit and
later reaching the city of Mosul.

Going south from Baghdad is the Haji road. It


cuts through the desert over various oases before
reaching the cities of Medina and Mecca.

Southeast from Baghdad, there is a canal that


merchant riverboats use to reach the city of Basra.
The city was once the greatest center of learning
in the Islamic world, with many great schools
and libraries. However, almost 270 years ago, that
came to an end when a fanatical Islamic extremist
movement known as the Qarmatians took over
the city, ransacked it, and destroyed virtually all
of its collection of ancient wisdom. Today it is a
secondary trading city in the Muslim world.

29
Sword & Caravan

Other Routes: Northwest from Baqubah,


Baqubah there’s a small road that leads to the towns of
Not far from Baghdad, the town of Baqubah is Kirkuk and then Erbil before reaching Mosul.
the first stop on the Khorasan Road. It is a small Kirkuk is a town built over the ruins of an ancient
but flourishing town of a few thousand people,
notable for its lush dates and fruit orchards.

30
II : Gazetteer of the Silk Road

Assyrian citadel; there are caves in the hills nearby been rebuilt, having a population of only a few
which have strange markings and dangerous hundred. As a result, many in the surrounding
‘hairy men’ according to local folklore. region think that the location is cursed.

The town of Erbil is likewise built over the ruins


of an ancient Sumerian city which the locals Kermanshah
say was called “City of the Four Gods” and was Getting through the Hulwa Pass, if one can avoid
a major holy site of the goddess Ishtar; rumors the bandit tribes, the wild animals, the hairy men,
say that there are still secret cults of Ishtar found and other monsters, one would reach the town
there. Erbil is most famously known for being of Kermanshah. Like Hulwa, it was also built
the location where Alexander the Great defeated by the Sassanids. Also, like Hulwa, it was built
Darius of Persia in battle. The majority of those over some long-lost older settlement. The town
who live in Erbil today are not Arabs but Kurds. is surrounded by strange mounds, which are
likely ancient burial mounds, and that the locals
Hulwa consider cursed and dangerous places. Some 700
years ago, Kermanshah was a great city, a Persian
Also known as Hulwan, it is a small town in the summer capital.
Zagros Mountains and the starting point of the
“Hulwa Pass” (sometimes called the “Paytak The local tribes here were known as “Kurds” in
Pass”). These mountains are savage, filled with reference to Kermanshah. The town is much
tribesmen that recognize no lord, as well as a smaller than it once was but still much larger
variety of dangerous animals (including giant than Hulwa. It is ruled by the Seljuk Turks from
rats, leopards, lions, and hyena, as well as less Hamadan, ostensibly under the 23-year-old Shah
dangerous creatures like deer). There are also said Toghrul III, though he is now a prisoner of his
to be more dangerous monsters, and according to enemies in distant Tabriz, while the usurper
legend, somewhere in these mountains, there is a Vizier Qizil Arslan rules the region in his place.
cavern that is an entrance to the underworld. All
this made the area a fearsome place since the time
of the Sumerians.
Hamadan
One of the oldest cities in Persia, Hamadan is
The modern town was considered to have been known to have been the capital of the ancient
founded by the Sassanids near the end of the Medes more than 1500 years ago, and it was
5th century, but it was believed to have been already old then. It is built in a lush area of
constructed over the ruins of a much older town green at the foothills of Mt. Alvand. It became
dating back to distant antiquity. The evidence for the capital of the Seljuk Turks after their retreat
this includes the fact that several strange carvings from Baghdad. It is a populous walled city with
can be found in the nearby mountains, reliefs on numerous mosques and a palace, surrounded by
the rock walls of long-forgotten ancient kings, farmland; outside the city is a Seljuk citadel on a
clearly dating back thousands of years. hill.

The area around Hulwa is strangely fertile, The ostensible Sultan of the Hamadan Seljuks
producing many agricultural products, including is the 23-year-old Toghrul III, who came to the
excellent fruits (especially pomegranates and throne at the age of 7. As a child, the de-facto
figs). Thus, the town was prosperous for many ruler was his father’s former Vizier, Jahan Pahlvan.
centuries, had a large population of several Five years ago, Pahlvan died, and Toghrul was
thousand, and ruled themselves. Unfortunately, supposed to have attained full rule at 18. But
however, the town has suffered greatly in the last Pahlvan’s son, the new Visier Qizil Arslan, took
century; less than 50 years ago, it was burned over his father’s title and tried to make Toghrul a
to the ground by the Seljuk Turks, and a few powerless puppet.
years later, what remained of it was destroyed
by an earthquake. Since then, it has only barely

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Sword & Caravan

Toghrul rebelled, raised an army of his own, and


for a time threw Qizil out of Hamadan. But Qizil Rayy
made a pact with Al-Nasir of Baghdad, who sent One of the great cities of Persia, Rayy is a
an army that defeated Toghrul and gave him over metropolis that had once been the capital of the
as a prisoner to Qizil in exchange for Qizil Arslan Parthian Empire and is now still a city of great
becoming a vassal of the Abbasids. size and cosmopolitan variety. It dates back to
distant antiquity, so old that no one knows its
Toghrul was sent as a prisoner to the fortress of
earliest founding, but it had long been a center
Kuhran just outside Tabriz, and Vizier Qizil has
of the religion of the fire-worshiping Magi.
now ruled Hamadan as a false Sultan these past
Today, the city is under the control of the Seljuks,
three years. The local people despise Qizil, and
currently under the power of the Vizir Qizil
his scheming wife, Innach Khatun, who is secretly
Arslan, who has usurped Sultan Toghrul III. The
planning to poison the Vizier and put her sons
city has inhabitants that include Turks, Arabs, and
from a previous marriage in power in his place.
Persians. While the ruling religion is Sunni Islam,
As a result, the whole city is currently filled with
it also has Shiite Muslims, Christians, Jews, and a
oppression and intrigue.
remnant of the Magi (though this last population
Other Routes: From Hamadan, there is a is in very steep decline).
mountain road that goes southeast through the
The city features an abundance of gardens and
town of Golpayegan and then on to the city of
canals. As well as the Khorasan Road, it also has
Isfahan. Golpayegan is a small but attractive town
significant roads heading north to Tabriz (the
said to have been built some 1,500 years ago by
main stronghold of the Seljuks) and south to
the Princess Samra, daughter of the legendary
Persian cities like Isfahan, Yazd, and Shiraz.
King Bahman of Persia. The town is known as
“The Fortress of Flowers.” It is currently ruled by There are numerous Mosques and Islamic Shrines
the Seljuks. in the city, some built over the ruins of former
Magian temples. One Magian building still in use
Isfahan is a great and ancient city that was once a
is the Tower of Silence, where the corpses of dead
Persian capital and was briefly the Seljuk capital
Magi are placed to decompose from exposure to
about a century ago. Isfahan has a famous bazaar
the elements and carrion birds.
and a red light district that is known for its opium
dens. It was once a major center of the Magian There are also various Muslim madrasas,
religion, and there is still a small community of including a notable Shia madrasa. And obviously,
Magians present there. It also has a large Jewish a market. Commercially, the city is also renowned
enclave, known as the Yehudia. The men of for its silk weaving.
Isfahan are renowned for their skills as warriors.

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The city is filled with intrigues, ranging from service, but now he seeks to redeem himself by
conflicts between religious groups to opposition rescuing Toghrul III from imprisonment. Now
to the Vizier. Currently hiding in the city is Kamal a Sufi mystic, he’s accompanied by a legendary
Al-Din Abhari, a former Vizier of Sultan Toghrul’s Mamluk warrior named Mahmud Anas Oglu; and
father. He had been imprisoned for questioning
the former Sultan and later dismissed from

33
Sword & Caravan

they are hiding from Vizier Qizil’s forces while them, mainly through expert assassination while
promising fame and fortune to any who would defending themselves from almost impenetrable
help them rescue the imprisoned Sultan. fortresses.

Other Routes: From Rayy, there’s a southeastern At present, the ruler at Alamut is the Imam,
road going to the town of Qom and later on to Nur al-Din, the spiritual ruler of the Nazari.
Isfahan. Qom is a large town of great importance His teachings include that he is the one true
to Shia Muslims, containing the Shrine of the holy Imam and spiritual leader. This and other
Fatimah Al-Masumah (“Fatima the Infallible”), unorthodox teachings help promote a doctrine of
daughter of one of the Shia Imams, and a reincarnation otherwise foreign to Islam.
great saint to that sect. It has some of the most
important schools of Shia Islam. The town is also There are Assassins based in the fortress at Alamut
famous for a toffee-like sweet known as “sohan,” and also surrounding fortresses (including
which is a great delicacy. Lambsar Castle). However, the Nazari leader of
the Assassin order itself, the “Old Man of the
There is also a major northwest road from Rayy, Mountain” (nominally subservient to Nur Al-Din,
passing through the towns of Qazvin and Zanjan but in practice tends to act on his own power),
before reaching the city of Tabriz. Qazvin is a is based in the fortress of Masyaf, far to the west
town known for its religious activity: the city is near Homs.
a center of Sufi Muslim teaching and schools of
poets and calligraphers. Zanjan is a very small town known for its artisans
who make the finest knives in the world. They
It also has an unusual site known as the Shrine are perfect, stainless steel, and sharpened to great
of the Four Prophets, said to be the burial place perfection (granting a +1 damage bonus).
of four Jewish saints named Salam, Solum, Al-
Qiya, and Sohuli, who had traveled from Judea Tabriz is a great city, with one of the largest
to Qazyin to predict the birth of Christ. They are bazaars of any city in the region. It is famous
venerated by local Muslims and native Christians, for making the very best Persian-style carpets.
not so much by Jews. Its population is mostly Muslim but has smaller
populations of Armenian Christians and Jews.
To the north and east of Qazyin are the main
territories of the Nazari Ismaili Muslims, centered
on a mountain fortress called Alamut; the Nazaris
Simnan
are better known to Europeans as the “Assassins.” Built sometime before the era of Alexander the
They are a mystical Islamic minority who have Great, Simnan was a greatly prosperous city in
taken various territories by force. They campaign ancient times but is now reduced to a relatively
against the Sunni and Shia Muslim rulers around

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minor town. It suffered under the Seljuk rule and Damghan literally means “Village of the Magi,”
has largely been eclipsed by the cities of Rayy and and it was once a major center of that religion
Damghan. of fire-worshipers. However, that religion is
now practically non-existent in the city. After
The town does have the impressive Jame Mosque, the Islamic Conquest, the conquerors took
built by the Seljuks over the ruins of a Zoroastrian the impressive Great Fire Temple of the Magi
temple, whose minaret is considered particularly and repurposed it as a Mosque, known as the
impressive. The town’s people speak a particular Tarikhaneh. It is the oldest surviving Mosque in
local dialect of Persian that is very difficult even Persia.
for other native speakers to understand.
The city’s main trade goods are pistachios and
Surrounded by vast desert, the local population almonds. Damghan’s bazaar has various notable
fears going near an area to the south known as sites, including several Seljuk mausoleums
The Dunes of the Jinn, where evil spirits are said and luxurious baths. The city is also home to a
to dwell. renowned school of Persian poetry.

Damghan From Damghan, the Khorasan Road splits into


two parts. A main road or “post road” heading
Another ancient city, Damghan was once a toward Nishapur directly, and a smaller “caravan
capital of the Parthian Empire. At the time of road” going through the villages of Jajarm and
Alexander’s conquest of the region, the city was Azadvar.
neglected as Alexander built a new city nearby,
called Hecatomplyos, The City of One Hundred
Gates. However, this city was later abandoned, Jajarm
and Damghan began to thrive again; the ruins of From Damghan, the Silk Road moves off from
Hecatomplyos are found near Damghan. the main or “post road,” on a smaller and more
difficult route (called the “caravan road”) going up

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Sword & Caravan

pottery skill is said to have been developed from


studying a gift of Chinese porcelain works granted
to the city’s ruler nearly 300 years ago.

The architecture of Nishapur is amazing,


combining elements of Persian and Indian design
with elements of many other cultural influences.
The Palace of Nishapur is called The Palace of
Happiness, and it is astounding in its beauty and
through the Alborz Mountains; the intersection luxury. The population is about twice that of
where this smaller path breaks off is a tiny village Baghdad (800,000), making it one of the largest
known as Badhash. cities in the world.

The reason for this detour is mainly the goods In addition to the ceramics, there are rich mines
available at Jajarm. This small town is mainly of turquoise near the city, which are exported
dedicated to the mining of semi-precious stones. throughout the world by Silk Road merchants. It
This makes it worthwhile to risk the harder terrain also produces some of the finest carpets, which
and the dangerous local wildlife, including a are renowned throughout the Muslim world.
species of mountain cheetahs.
The city is also famous for its Sufi Mystics and
Azadvar poetry. It was the home of Omar Khayyam, one
of the greatest mystical poets of Persian history.
A tiny town of less than a thousand people, which His tomb has fulfilled Khayyam’s miraculous
is the only other important settlement in the prophecy that “where he was buried, it would
“caravan road” before it reconnects to the main rain flower petals.” He was buried on the edge of
Khorasan Road, Azadvar is a rather uninteresting a cemetery near pear and peach garden whose
collection of mud-brick huts and a very small flowers routinely blow onto Khayyam’s tomb.
market. It has a single mosque, also made of
mud-brick. However, not far from Azadvar in At present, the greatest living Sufi mystic in
the Alborz mountains, there’s an unusual set of Nishapur, and maybe in the world, is Farid Ud-
tunnels, clearly man-made and said to lead to Din Attar, who has written a poetic, mystical text
a larger complex of caves; no one knows who known as the Conference of the Birds. A master
made them. of medicine and the healing arts, he spent decades
traveling throughout the known world before
Nishapur returning recently to Nishapur.

Known as “The Perfect-Built City,” Nishapur is Some ways past Nishapur, beyond the limits of
one of the wondrous cities on the Silk Road. It the Alborz Mountains, the Khorasan Road again
was founded in the 3rd Century by the Sassanids splits into two parts. The crossroads is marked by
but was reformed and reached its current glory a ruin known as the “Castle of the Wind.” There
some 500 years later during the Muslim Conquest is a northern and southern route, both eventually
of this region. It was briefly the Eastern Capital leading to Samarkand.
of the Seljuks and is still ruled by a branch of the
Seljuk conquerors.

The city is incredibly cosmopolitan; travelers


come here from Christian Europe, the Lands of
Saladin, China, India, and as far as Egypt. One can
even meet with Volga Rus, Bulgars, and Khazars
coming down from the distant North. The city
is renowned for its glazed ceramic pottery. This

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NISHAPUR TO Merv
SAMARKAND
With close to one million inhabitants counting
the surrounding farmland, Merv is probably the

(NORTHERN
largest city in the world. The city is praised in
the region as “Merv the Great, the Delightful,

ROUTE)
Fine, Brilliant, Extensive and Pleasant,” or more
succinctly: “Merv, the Mother of the World.” It is
so astounding that the Abbasids tried to imitate
Merv in the construction of Baghdad.
Sarakhs
Between the Castle of the Wind and Merv, the Merv has numerous grand schools, and its own
small city of Sarakhs (with a population of about ancient library, which was probably the greatest
5000) is known as the City of Libraries. It contains library in the world before the House of Wisdom
a variety of libraries on a number of different texts was established. It has well over a hundred
and may once have been the greatest repository thousand texts, possibly some not available in
of knowledge in the entire region. However, it is Baghdad. Its sages are even more learned and
greatly eclipsed by Baghdad’s House of Wisdom, expert than those of Baghdad.
which has all the texts found in this town and The Library has recently been expanded by the
many more. Vizier Nizam Al-Mulk, the city’s ruler, who is
This is where the Karakum Desert begins, providing great incentives for the arrival of new
covering this entire Silk Road region between sages and new books to the city. Merv is, in short,
Sarakhs and Samarkand. Thus the summers here the most sophisticated city of the Silk Road, so
are very hot, and the winters very cold. Sarakhs is much so that the word “marwazi” (“from Merv”)
part of an oasis, maintained by an adjacent lake of is synonymous throughout the Silk Road with the
good size. It has only a tiny market but sizable and idea of culture and class.
comfortable Caravanserais for merchants to stop Merv also has the single largest market in all
and restock before the long haul to Merv. of the Silk Road. It is so enormous that it can’t
really be explored in a single day, and it is said
that anything on Earth can be bought here if one
knows where to look. Its winding streets are full of
all kinds of pleasures and treasures; there are even
ice-houses here, which provide ice year-round in
this arid environment.

The city’s population has a great mix of Persians,


Arabs, Turks, and Eurasians from the north
and a large number of Byzantine scholars in its
Libraries.

In the Karakum Desert, the farmland surrounding


the city is irrigated by a series of canals from
the Murghab river (which flows down the Kush
mountains). It grows all varieties of grains and
many fruits. This is also the most westerly city
that knows how to produce silk (a secret they stole
from the Chinese). Other weaving techniques are
also produced with great skill, and the carpets
from Merv rival any in Persia.

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In the last century, the Seljuk Turks started Like all the cities of the Karakum Desert, the
breeding champion horses in Merv; camels, sheep, weather here is extremely hot in the summer and
and cattle are also bred. The city also has master quite cold in winter, and dust storms are frequent
silversmiths and master armorers. Finally, the occurrences (though the walls of the city provide
famous “Damascus Steel” is actually produced some protection).
in Merv.

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The city’s inhabitants follow a variety of religions


and include Christians and Jews, though the Amol
majority of the population are Muslims. Of the Founded about a thousand years ago, Amol is
latter, these include Sunnis and Shiites, as well as found in an intersection of the Khorasan Road
Sufi mystics. with a northern route that leads here from the
lands of the Volga Rus and the Bulgar. The city
The city also has its own secret cult: the
has an important Bazaar that features trade goods
Khurramites, also known as “the Joyful Ones.”
from those lands and from further west and east
Founded 400 years ago by an alchemist named
of the silk road.
Al-Muqanna, or “the Veiled One,” who hid his
face behind a veil after he was horribly burned Amol is a vassal city of the Khwarazmian Shahs
in an alchemical experiment. He used his skill in of Bukhara, whose current Shah is the great
magic to expand his cult, whose philosophy was a warrior-lord Shah Ala Ad-Din Tekish. A powerful
mix of Sufi and Magian ideas, which taught a kind warlord, Ala Ad-Din, has his eyes on the remnants
of universalism, a belief in reincarnation, and free of the Seljuk lands to the West, who are clearly in
love. a weakened and fractious state.
The Khurramites grew to such prominence that Other Routes: Amol has a western road
they engaged in a religious revolt under the that goes to the city of Hazorasp, The City
leadership of the Veiled One but were eventually of A Thousand Horses. From the name, the
defeated by the Muslim rulers of the time. The city specializes in high-quality horses, as one
Veiled One allegedly committed suicide by poison might imagine.
rather than being captured. However, his sect
did not die out; in Merv, at least it has continued North of that is the great mercantile city of
to operate, in extreme secrecy, maintaining Gurganj. From there are routes that go further
their forbidden rites and sometimes resorting to northwest to the lands of the Bulgar. It is also
murder to maintain their secret. ruled by the Shah Ala Ad-Din and is a city of
major importance to the Khwarazmians, second
Other Routes: West from Merv, an important only to Bukhara.
trade road eventually connects to the north; it
leads to the city of Konjikala. That city is a major The city is well renowned for its great architects
trading post for all the local tribes, and it is known and features many impressive mausoleums,
as a pleasant locale that produces excellent wine. cisterns, and impressive fortifications. It is a huge
city, with a population of more than 750,000,
Sabsivar plus surrounding villages and farmlands that add
another 250,000 inhabitants.
A small town halfway between Merv the Great

Bukhara
and Amol. Sabsivar is an oasis area best known for
producing grapes and raisins, which are of very
good quality. It has a small bazaar that mostly Also called The City of Good Fortune, this great
deals in those and other agricultural products. city is located at another important oasis in the
Karakum desert, near various rivers. The people
Baykand here speak a variant of Persian that is difficult to
understand, known as “Tajik.” It is also known as
A tiny village less than a day from Amol; it is the The City of Copper. The city is said to have been
first town after crossing the Amul river, marking founded by ancient Persian kings before the time
the end of the region known as Khorasan and the of Alexander.
beginning of a region known as Transoxiana. It
has ruins surrounding it that indicate it was once It was, at different times, controlled by the
a much more prosperous city. However, it still has Persians, Greeks, northern Barbarians, Chinese,
a market that has good deals on cloth. and later the Arabs. It was prized first and

39
Sword & Caravan

foremost because its location is essential to The city features a great central fortress (around
manage travel through the desert. Thus the great which the rest of the city grew) known as The
Makh (market) of Bukhara is always busy. Arg. Built-in antiquity, the walls are 60’ high and
surround an area of 10 acres.
At one time, the entire Oasis around the
city was surrounded by a great wall, Followers of Christianity, Islam, and
but it has long since been reduced Judaism may have great interest in Job’s
to ruins. Spring. It is a holy site within the city
that features a freshwater spring that
The city has a great variety of was said to have been miraculously
cultures, and you will find all manifested by Job when he struck
the ethnicities you could expect the ground with his staff. In
here, including Xia, Indians, addition, the waters of the spring
and Han Chinese from the are said to have miraculous healing
distant Song Empire. The Song qualities.
dynasty prizes mercenaries
from Bukhara, recruiting them As with Amol above, the city
to fight against the Jurchen, is currently ruled by Shah Ala
who have conquered half their Ad-Din Tekish.
territory. In addition, there’s
a large community of Indian
merchants who are permanently
Rabati Malik
based in Bukhara. Roughly halfway between Bukhara and
Samarkand, this is not a town but rather
Among its landmarks, the city has the Kalyan one of the grandest Caravanserais (coaching
Mosque, which was built about 70 years ago by inns) in the entire Silk Road. Enormous in size,
Shah Mohammed Arslan Khan. It features an surrounded by great walls and stunning gateways,
enormous 150’ tall brick minaret of spectacular it was constructed over 100 years ago on the
design called The Tower of Death. In the city, orders of the ruler of Samarkand to facilitate
anyone sentenced to death by the authorities caravans on the trade road, which is otherwise
is executed by being thrown from the top of devoid of towns or oases. It has every comfort a
the minaret. merchant could like, including fine dining and
“special services.”

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According to ancient legends, this city was the


Samarkand fabled location where the miraculous goose who
A truly ancient city, Samarkand was already could lay golden eggs was found.
at least 500 years old when it was sacked by
Alexander the Great. The city inhabitants claim,
perhaps falsely, that they were the first to discover
NISHAPUR TO
paper production (it is more likely that they
obtained this technique from the Chinese).
SAMARKAND
The city is nominally under the rule of the Kara (SOUTHERN
Khitan, under Chagri Khan, but as a result of a
peace treaty, the city administrators are, in fact, ROUTE)
selected by the Khwarazmian Shahs.

In the classical era, Samarkand was a major center Herat


of the Manichean sect (considered a dangerous Taking the southern route from the Castle of the
heretical religion by western Christianity, Winds, the first stop is the city of Herat. Located
associated with the Cathars). There are still several in the fertile valley of the Hari River, it has great
hundred Manicheans in the city. Originally, agricultural production and is known for the
the city was also a major center of the Magian quality of its wine. In addition to the roads to
religion, but when the Muslims conquered the Nishapur and Samarkand, there are also roads
city, they razed all the Magian temples to the leading to Kabul and India.
ground and built Mosques in their place.
Another route back to the silk road from
The city also has a moderate community of Kabul (to Kashgar) goes through a treacherous
Christians, who must pay a special tax to their mountain path known as the Wakhan Corridor.
Muslim rulers. Muslims in the city are mainly Herat also has a road south back through Persia
Sunni and Sufi, but there is an important that eventually reaches Hormuz and from there
settlement of Persian and Indian Muslims who the sea routes of the Persian Gulf and the Indian
follow the Shiite sect. Ocean.

Samarkand is such a large city that it is said to The city of Herat is known as The Pearl of
take eight days to travel from one end of it to the Khorasan. It is ruled by the Ghurid Sultanate. The
other. This is actually an exaggeration, though current Sultan is Ghiyath Al-Din Muhammad,
the city does have well over 300000 inhabitants. who took the city from the Seljuks less than 20
The city is covered in gardens, and the region years ago. It was once an ancient Magian city but
surrounding it is rich in agriculture. had fallen to near ruin by the time Alexander the
Great reached the area. He had it rebuilt.
The city’s economy still features many paper mills,
which coincidentally makes the city an important At a later time, control over the city exchanged
center of scholarship and learning. The city is well hands between the Arab Muslim conquerors and
known for its poets, but also for its physicians, the Tang Chinese, who briefly ruled over Herat as
and the city is currently home to Najib Ad-Din-e, the westernmost extent of their empire.
a magister who locals claim is the greatest doctor
in all the world. The city is renowned for its metalworking,
particularly ornate copper work of all varieties. It
Weaving is another important feature of the city. has an entire bazaar dedicated to copper-smithing
It is largely an industry run by Chinese-descended and another to black-smithing. It also produces
inhabitants of the city, who are said to be the high-quality textiles. The city’s core features a
descendants of Chinese soldiers captured in war citadel (The Citadel of Alexander), surrounded by
several centuries ago. strong walls and considerable suburbs.

41
Sword & Caravan

The city has hundreds of madrasas, over 12,000 million. All Muslim men are permitted to carry
shops, thousands of bath-houses, caravanserais, weapons within the city, as the city has a strong
multiple bazaars, and nearly countless workshops. warrior culture.
In addition, the city has Christian Churches, a
Magian fire temple, Mosques, and a Sufi Dervish
school. It has a population in excess of half a

42
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Other Routes: South from Herat, there is a


road leading to the town of Farah and then the Merv Al-Rudh
city of Zaranj (from there, the road continues all Meaning “Merv on the River,” also known as
the way to the coastal city of Hormuz). Farah is a “Little Merv,” to distinguish it from the great
small farming town under Ghurid control. city of Merv. This is a town halfway between
Herat and Merv and from which branches off the
Zaranj is known as The Waterland, built around
southern route to Samarkand. On the steppes of
the only major oasis in the area, and it is ruled by
the Karakum Desert, it is located on the Murghab
the Malik Taj Al-Din Harb ibn Muhammed ibn
River. The town was founded about 700 years ago.
Nasr, a vassal of the Ghurid Sultan.
Little Merv lies in a rich agricultural area. The
East from Herat is a road leading to Firozkoh.
town’s people are known for their gruff attitudes
It is also known as “Turquoise Mountain,” the
and for being shrewd traders. Those who do not
summer capital of the Ghurid Sultanate and one
become farmers become some of the best caravan-
of the most beautiful cities in the region. The city
men of the Silk Road.
features a large market, extending into a large
Jewish quarter. In addition, it has a stunning The town is right on the border between the
central mosque with a 200ft tall minaret. From territories of Shah Ala Ad-Din Tekish and Sultan
this point, the road continues east through a Ghiyath Al-Din Muhammad. A year ago, a vicious
mountain pass to Kabul and to the mountainous battle was fought just outside the town between
Wakhan Corridor, another route (faster but more two great armies of these ambitious and mighty
treacherous) to Kashgar. lords.

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The battle was bloody but indecisive, and the


town remains in possession of the Sultan, who has Balkh
stationed a significant army here in preparation Formerly known as Bactra (from whence was
for future conflict. derived the name of the ancient kingdom of
Bactria), this city was said in ancient times to
Faryab be the capital of a great kingdom of enlightened
Magians, full of powerful magical secrets. There
was once a Grand Solar Temple here, and Bactria
was as famous for its magic as ancient Egypt in its
time. It was conquered by Alexander the Great,
who slew its king and married the Bactrian queen,
Roxana.

In later centuries, it became a great center of


Buddhism and once had 300 monasteries of that
religion, but after the Muslim conquest, that faith
was wiped out. The city has numerous mosques,
the most famous of which is the oldest in the city:
the Mosque of the Nine Domes, which was built
over the ruins of a Buddhist Temple.

Balkh still has a large Jewish community (mainly


merchants). However, they must pay a substantial
tax (jizya) of 500 dirhams to the Muslim rulers
each year to maintain the royal gardens. Many
Going east from Merv Al-Rudh, Faryab is a town Chinese and Kashmiri traders also reside in
that marks the major stop halfway to Balkh. the city.
It is in another fertile valley on the southern
route, surrounded by the Karakum Desert and For the last 21 years, the city has been in the
mountains to the south. According to legend, possession of the Kara Khitan, also known as
it was founded by Jews fleeing the conquest of the Western or Great Liao, a Chinese barbarian
Jerusalem by Nebuchadnezzar some 1700 years tribe that has taken on the trappings of Chinese
ago and was later conquered by Alexander the civilization. The Liao rule by a governor, a vassal
Great. It passed from Greek rule to be governed of the Chief of the Kara Khitan, Yelu Zhilugu.
by Persians, then Arabs, and later the Seljuk
As expected of a major city in the middle of the
Turks. It is currently ruled by the Ghurid
Silk Road with routes to the Middle East, India,
Sultanate.
Persia, and China, Balkh has numerous active
Although the caravanserai of the town is markets and many centers of learning (religious
comfortable enough, neither the town nor the and secular). Among the latter, poetry is greatly
region is especially pretty or prosperous. The town respected in Balkh.
is generally dedicated to agriculture and doesn’t
One of the places of pilgrimage in the city is the
have any trade goods of great value. Moreover,
tomb of Rabiya, the most famous female Sufi poet,
the region suffers from scorching heat, the waters
who died about 100 years ago, and whose poetry
are brackish and often bring disease, and the air
is still greatly honored throughout the region.
is plagued by insects. There are also infestations
Besides Rabiya, the great physician, astronomer,
of scorpions (and in the more desert area, the
and magician Ibn Sina (known in the West as
rumor holds there are giant scorpions). Thus, it
Avicenna) was born near the city, and the arts he
has gained the unfortunate nickname of “Hell on
mastered are highly revered and taught here.
Earth.”

44
II : Gazetteer of the Silk Road

Other Routes: From Balkh, there is an eastern


road going through the towns of Kholm and Kish
Taliqan and then the Kawak Pass into the Wakhan On the road halfway between Termez and
Corridor. Kholm is in a small oasis valley full Samarkand is the town of Kish. The name of the
of orchards. town means “Pleasing to the Heart .”Long ago, it
was a very important city when the region was
Taliqan is a small town built around an ancient
known as Sogdiana. After Alexander’s conquest
fortress. It has agricultural products but is best
of the region, the city became the last holdout
known for its salt, which is considered the finest
of the pretender to the Persian throne, Bessus.
quality and mined in the surrounding hills.
Alexander’s general Ptolemy captured the city and
ended the dynasty here. Legend holds that after
Termez this, Alexander came to winter here, and it was
Known as “The Crossroad,” it is found on the in Kish that he first met his future wife, Roxana.
Amu Darya river. The city was an important Since that time, the city has declined, and it is now
locale as long ago as 1,500 years. First, it was not much more than a town.
conquered by Alexander the Great, who left it
under the control of a general named Demetros,
and he renamed the city, Demetris. Later, it was
part of a Buddhist kingdom and was called Ta-li-
mi. Later still, it was conquered by the Muslims
and renamed Termez.

It is currently part of the territory ruled by the


Kara Khan, a vassal of the Kara Khitan or Liao, a
western Chinese power. The Khan’s governor rules
from an impressive fortress known as Kyrk-Kyz,
just outside the city. There is also a palace within
the city walls.

At present, Termez is a large city, surrounded by


10 miles of walls. The city is very cosmopolitan
and includes a large Nestorian Christian
population. It is a major market locale and an
important spiritual center for Sufism. In addition,
it has a major pilgrimage site in the Sufi tomb of
Hakim Al-Termizi, a great historical Sufi master.

The city has a number of bazaars and various


canals that act as major thoroughfares for quick
transit in the city. It also has numerous gardens,
adding to the city’s beauty.

Other Routes: East from Termez, there is a


dangerous lengthy road through the mountains
that leads to Erkeshtam. It goes through only
the tiny village of Samankan and the town of
Dushanbe and then has a very long stretch with
virtually no civilization (with a great deal of risk
of bad weather, bandits, and dangerous creatures).
Dushanbe has a fortress and a moderately
sized market.

45
Sword & Caravan

TO KASHGAR FROM Bundjikat


SAMARKAND
In a region called Ustrushana, Bundjikat is an
ancient city surrounded by three miles of walls. It
has an impressive citadel and various markets, as
it not only has merchants coming from both sides
Panjikent of the Silk Road but also from a road going north
A town on the Zeravsham River is located not to Tashkand and beyond.
far from an area of thick marshland, with an
abundance of wildlife (especially birds). The name The majority of the buildings, except for the
“Panjikent” means “Five Villages,” suggesting citadel and some mosques, are made of baked-
that the town is actually a conglomeration of five brick construction. The town’s main resource
ancient villages. But the original villages were is high-quality wool. In addition to that, it has
likely higher up on the terraces of the mountain very highly regarded bath-houses, which are
adjacent to the current town. beautifully decorated, and feature tea-rooms
where traders can do business and play games
This ruined town was abandoned when the Arab (chess is popular, but gambling is also frequent).
Muslim conquerors took over the town some
300 years ago and forced the population to move Other Routes: Going north from Bundjikat,
to the current location. Before the conquest, the there’s a major trade road going to the city of
locals were worshipers of the Indian god Shiva, Tashkand, and from there to routes that go west
and some badly damaged images in the old ruins to the lands of the Bulgars and east to the lands
still attest to this. of the Mongols. Tashkand is known as “the city of
stone,” probably because of an impressive stone
Still, the Muslims considered the god demonic citadel which is its central feature.
and forced the abandonment of the old town and
made a new one built around a Mosque. Aside Khujand
from its utility as a stopping point before crossing
the mountains ahead, Panjikent is known for On the Syr Darya River on the Fergana Valley,
producing high-quality walnuts. the city of Khujand was originally founded when
the Persian King Cyrus the Great had conquered
the local tribes and founded a city he named
Zaamin Cyropolis. Later on, Alexander conquered the city
A small village on the other side of the mountain and renamed it Alexandria Eschate (“Furthest
pass from Panjikent, it is surrounded by a forest in Alexandria”).
a valley between the mountains. Fed by lakes and
rivers coming down from the mountains, it is one It was an outpost city meant to guard Alexander’s
of the greenest areas of the Silk Road. empire against the Scythian barbarians beyond.
Even to this day, there are still some remnants of
Not far from the village, there’s a place of magic the Hellenic architecture in the city. It is presently
known as Teshiktosh, a hole in the earth. It is said ruled by the Kara Khitan (also known as the
that women who want to become pregnant must Liao). The city’s population is mainly Muslim,
spend a night at the entrance to the hole; those and Sufism is very influential here. The leader of
that do are sure to be with child. Not far from the local Sufis is the great Sheikh Muslihiddin,
Teshkitosh, there are other caves, some of which who is renowned throughout the region as a
are rumored to have ancient tombs of unknown miracle worker.
antiquity; the local people avoid these caves,
saying they have evil spirits or monsters inside. Like most of the other major cities of the Silk
Although some travelers have gone to these caves, Road, it has powerful walls and a great bazaar. The
looking for treasure, most do not return. city is filled with a great number of birds which
the locals treat very kindly. The local yogurt is
considered the best of the Silk Road.

46
II : Gazetteer of the Silk Road

is named after the Kokan, the name of the local


Khavakand tribe. It was built by the Kara Khitan as a stopping
Known as the City of The Winds, Khavakand is point on the route from Osh to Khujand. The
really just a small town on the far northern edge town has little of interest, aside from its fruit
of the Fergana Valley. It is one of the newest cities orchards and almonds.
of the Silk Road, not quite 200 years old yet. It

47
Sword & Caravan

Thus, most travelers (except those in a great


Osh hurry or desperate necessity) will instead wait
At the eastern end of the Fergana Valley, the city out the winter in Osh or Erkeshtam (or Kashgar
of Osh’s first claim to fame is that it has a bazaar itself) before crossing through the Torugart Pass.
that has been in continuous operation for the However, on the side of the pass closest to Osh,
last 1,100 years. The city of Osh is a major center there’s a stunning mountain lake by the road,
of silk production, which is also its main trade known as Chatyr-Kul, the Celestial Lake.
product.
In centuries past, this pass was well-patrolled until
The city is based next to a mountain with a the end of the Tang Dynasty, but now it is lawless,
particular rock formation. The mountain is and cases of banditry are not unknown. There are
known as “Solomon’s Mountain” or “Solomon’s also stories of monsters in the mountains that will
Throne,” and according to local legend, the tomb attack caravan encampments. The whole of the
of Solomon himself is somewhere inside the pass is about 150 miles of travel, meaning that for
mountain. However, it is supposedly sealed and a typical caravan, it can take anything from one to
protected by the powerful magic of that ancient two weeks to cross.
Wizard-King (and no doubt full of great riches).
Erkeshtam
No entry to the tomb has ever been found (at least
not by anyone who would publicize it), but there This town, on the other side of the Torugart
is an ancient niche carved on one face of the rock, pass, is also called Juandu in the language of the
which is supposed to mark the nearest point to Chinese. The village has a mixed population of
where the tomb was dug before it was sealed. This Kyrgyz and Uzbek tribesmen, Liao, and Chinese.
has become a place of pilgrimage for Christians, They are descendants of merchants from the time
Muslims, and Jews alike. of the Tang. It is the only significant town between
the pass and Kashgar, being immediately after
The trees around the shrine have been decorated the pass and about 140 miles from Kashgar. It is
with prayer flags, and according to local folklore, located where the Tian Shan and Pamir Mountain
any pregnant woman who enters and sits down ranges intercept.
in the niche will bear a healthy child. The Greeks
called the mountain “The Stone Tower” (as the The town has a large caravanserai, which dates
rock formation of the mountain resembles a back to at least the time of Ptolemy.
tower), and it was named such by Ptolemy when
Other Routes: West from Erkeshtam, there is
he passed through this place.
a dangerous lengthy road through the mountains
Just northwest of the mountain is the city’s that leads to Termez. It goes for a very long stretch
citadel, which is well-fortified. About a day’s ride with virtually no civilization (with a great risk of
northeast of Osh is the fortress of Uzgen, the bad weather, bandits, and dangerous creatures)
treasury of the Liao Empire. before reaching the town of Dushanbe and then
the tiny village of Samankan. Dushanbe has a

Torugart Pass
fortress and a moderately sized market.

The Torugart Pass is the route from Osh to Kashgar


Erkeshtam. It is a difficult mountainous pass
through the Tian Shan mountains. In the winter, Called “Kashi” by the Chinese, the city of Kashgar
it is completely impassable. This means that the is the end of the Central Asian part of the Silk
only way to cross to Kashgar from the west in Road or the start of the Chinese part. Beyond the
winter would be to take a lengthy valley route city is the imposing Taklamakan Desert, with two
from Termez to Kashgar. Mind you, this is an area routes (a northern and a southern road) skirting
almost entirely void of safe stopping points and along the edges of that desert in the final leg
filled with bandits. before reaching China itself.

48
II : Gazetteer of the Silk Road

Other Routes: There is a narrow road that


winds north through the mountains toward the
Boom Gorge, passing by the town of Tash-Rabat
along the way. Beyond the gorge is the city of
Balasagun, the capital of the Liao Empire. Tash-
Rabat is a tiny village with a notable caravanserai,
modified from an ancient Nestorian Christian
monastery. The locals are Kyrgyz tribesmen, and
they say the last Christians left the village almost
300 years ago.

Balasagun is known as the Pretty City, and it is the


capital city of the Liao. It is a thriving city, with
most of its population being Sogdians, but there
are also many Kyrgyz. The population includes
Muslims, Buddhists, followers of tribal religions,
and Nestorian Christians. It has a notable mosque
(with a large 150’ minaret) and a Nestorian
church.
The city has been a key stop on the Silk Road
since the start of that trade route’s existence. There’s a strange site to the west of the city, a field
Ptolemy speaks of it in his Geographica, and the with hundreds of stone statues roughly shaped as
Han Chinese records list it as a city of importance men. The locals say that in ancient times it was
in the 1st century BC. During the time of the Han here that the tribesmen buried their honored
Empire, the city was part of a region of vassal warriors. The locals warn that the place is haunted
kingdoms subservient to the Chinese Emperor. and dangerous. They do not use or go near that
land.
Later on, it was controlled for a time by Xiongnu
barbarians. At later points, the city would again Southwest from Kashgar, there is a road
fall under Han rule, then Tibetan, then the leading through the mountains to the town of
Chinese again under the Tang dynasty. Then, in Tashkurgan, and from there to two mountain
the 8th century, it was conquered by the Arab passes: the Wakhjir Pass, which goes west to the
Muslims and later by the Seljuk Turks. Finally, Wakhan Corridor and eventually to Kabul, and
the city was conquered by the Kara Khitan (also the Khunjerab Pass, which leads south to the city
known as the Liao) in the last century. of Gilgit in Kashmir.

The city is religiously tolerant, and its population Tashkurgan is a moderately sized town called
is mainly Muslim but has significant minorities “Stone Fort .” The town is built in and around
of Nestorian Christians and followers of Chinese a massive and impressive stone fortress that
belief systems (including Tantrist Buddhists). It essentially controls access to the mountain
has a population of about 50000 residents. pass. Legend holds that Tashkurgan was once
a powerful kingdom founded at the time of the
The city has comfortable agricultural Han. A Han princess was traveling to marry a
surroundings, and its chief local goods are fruits, Persian King, but stopping at this village, she fell
flowers, and wool (as well as woven goods, mainly in love with a local herder and had his child. She
cloth and rugs). They also produce copper goods. was abandoned here as a ruined woman, but her
Kites and kite-flying are popular art forms/pass- child became a great ruler and built the fortress.
times and are likely to be seen throughout the city. The people of the town practice Buddhism, Sufi
There’s also a community of Chinese artisans who Islam, and there are both Buddhist Tantric shrines
produce stunningly decorated gourds, usually and a Magian Fire Temple here.
with themes from Tantrist Buddhist myth.

49
Sword & Caravan

There are two routes through the Taklamakan The town’s current population is Uyghur
Desert (known to merchants as “The Sea of tribesmen, but many Chinese descendants
Death”) to the Jade Gate Pass of Yumen. One and some Tibetans are also there. The town
skirts the north edge of the desert, the other is relatively tolerant, and while the majority
the south. are Muslim, there are also Buddhists,
including a small Tantrist (Tibetan-founded)

TAKLA- Buddhist monastery.

MAKAN DESERT
Aksu is a mining town, and it produces iron and
copper. It also sells mineral-based pigments of

(NORTHERN
great value. It is also known for having master
alchemists, who produce strange medicines and

ROUTE)
some of whom (in the black market) are also
master poisoners. They also produce fine hemp
cloth. The city is currently ruled by the Liao (the
Kara Khitan).
Aksu
The Taklamakan Desert is an enormous desert Kucha
in the shadow of the great mountains and with
high elevation. Thus it is generally a cold desert, Based in the largest oasis along the northern
far from any large body of water. It has long route, the town of Kucha was once a significantly
winters, which can get bitterly cold (including larger city but has declined from its peak as one
temperatures below freezing at night), and short of the bastions of the Tang Empire’s power in the
summers that can get intensely hot during the region. It is currently controlled by the Liao (the
day. Anything other than the edges of the desert Kara Khitan).
would be impossible to cross by caravan and The majority population here was once a mix of
extremely difficult to survive crossing under Chinese and Indian, but now it is mainly Uyghur
any circumstances. tribesmen (though the other two demographics
So, the routes of the Silk Road go north and still exist in the minority). The town and outlying
south along the edges of the desert. Of these, the region have a population of over 20,000. The
Northern Route is faster but much more sparse, oasis in the region is particularly lush, allowing
with no major cities and only a few oasis towns. the cultivation of rice, grains, grapes, fruits, and
The toughest part of the northern route is the first almonds. There’s also copper, lead, iron, and tin
leg from Kashgar, where a caravan must go for mining in the nearby mountains.
over a week of travel without any civilization or The people of Kucha are relatively sophisticated
access to water to be found. Finally, at the end of by the region’s standards and have a long-standing
this long leg, they reach the town of Aksu. artistic tradition. They have a distinctive style of
Aksu is an oasis town on a small river. The name folk music played with lute and drums, which has
“Aksu” is Turkic, meaning “White Water .” The become well known throughout the Silk Road,
Chinese called this town “Gumo .” It has at present as Kuchean artists travel and perform along its
about 9,000 inhabitants, but in the past (during lengths. Of equal or greater interest to merchants,
the Tang dynasty), it was larger (perhaps twice the the town is also famous for the excellence and
size). Earlier on, in the time of the Han, there was beauty of its courtesans.
another larger city called Nan, which was even Although the majority population is now Muslim,
greater and was (according to ancient records) there is still a very strong Buddhist presence in
found a couple of days south of the present town. Kucha. There are still Buddhist temples and small
Then, about a thousand years ago, Nan was monasteries in the town. Additionally, some 20
abandoned, and its location was lost in the desert. miles to the north of the town, there’s a large
Buddhist temple and monastery. It once clearly

50
II : Gazetteer of the Silk Road

had a population of a thousand or more monks that all the treasures that the caves may once have
living there, but today only a small handful of held have long since been looted. Recent treasure-
monks remain. seekers have reported that nothing of value is to
be found there, the only objects remaining being
It is rumored that those monks who remain are a few worthless trinkets and some scrolls that no
skilled in mystical arts kept secret by their sect one alive comprehends.
and still guard the temple’s treasures. There are
more whispered rumors that, in fact, there’s
another purpose to these monks’ vigil: the temple Korla
contains within it a great evil that was trapped Korla is an ancient town and the last oasis town
there long ago and that the monks are there to before the Iron Gate Pass, which is only about
make sure it never escapes. All along the path 4 miles northeast. The town is built over the
from the town to the monastery, travelers can see Kaidu River, whose name in Uyghur is the Konqi,
hundreds of Buddhist stupas now in ruins. meaning the “Tanner’s river” because tannery
is one of the town’s main industries (giving it a
Going west from the town along the Muzat river fairly unpleasant smell). However, the stench of
for some 40 miles, travelers would encounter the tanning is somewhat counterbalanced during
another wonder: a place called Qyzyl where there’s peach season, as the peaches produced around the
a series of hundreds of man-made caves carved city are of excellent quality and aroma.
into a mountainside. These caves include scores
of now-abandoned Buddhist shrines or temples. The town dates back to antiquity, and in the time
In many of these, the walls are still decorated with of the Han Dynasty, the natives of Korla were
Buddhist imagery painted with vibrant pigments. particularly resistant to conquest by the Chinese.
A few of them still contain remnants of huge The Han records detail that they took the city,
statues of Buddhas, all of which have since been decapitated its King, and sent his head back to the
badly vandalized. Emperor.

These caves have been abandoned for centuries,


created by an earlier school of Buddhism than that
practiced in the great Kucha temple. It is believed

51
Sword & Caravan

Today, that old city is a ruin, and a smaller town out. The desert around is filled with ruins, many
was built (probably by the Han) in its place. The buried beneath the sands. Treasures and monsters
town has no stone walls, but a large mud wall is are said to abound.
surrounded by a ditch. At present, the town is a
vassal of the Liao (Kara Khitan). Yanqi
Iron Gate Pass This town was originally founded by men of the
Indus and was then known as Arsi. During the
This bottleneck is the only safe route forward on Han Dynasty, Arsi was the capital of a border
the northern road to Yumen. It is a narrow road kingdom to the Han. According to ancient
following the gorge of the Kongque River. It marks records, Arsi was very powerful. But later on, the
the pass between the Taklamakan Desert and the region was conquered by the Xiongnu barbarians.
Gobi Desert.
The Chinese invaded the region in the later Han
The “Iron Gate” itself is a small fortress built Empire and attacked the city. The King of Arsi was
right at the mid-point of the pass by the Tang decapitated and his head sent to the capital. By the
Dynasty to guard the pass. From the Iron Gate, time of the Tang, the area was under the control
in addition to the road from Korla to Yanqi, there of Turkic tribesmen. The Tang conquered the city,
is a side-road which goes southeast, to the town renamed it Yanqi, and established a garrison there
of Loulan, and then on to join the southern road as part of their expansion. The ruins of the older
to Yumen. That side road is quite a long detour city are still visible around the town, which is now
but also slightly safer in terms of terrain. The much reduced in size from its former glory. After
Iron Gate Fort is currently controlled by the Liao, the fall of the Tang, the city fell under the control
who charge a toll (of 1 dirham per man, horse, of the Seljuk Turks and then was later conquered
camel, and cart) to all who cross the pass in by the Kara Khitan (now known as the Liao), who
any direction. still rule it today.

Opposite the Iron Gate fort, there’s a burial Known as “the Black Town,” the people of Yanqi
mound. According to local legend, it belongs to have some particular customs. Adult men of
a famous pair of lovers named Tzoula and Tayir. the town keep their heads completely shaved.
Tzoula was a daughter of the King of Yanqi, while The dead are cremated, and the remains buried.
Tayir was a poor shepherd. The King’s minister Families of the dead mourn very publicly for
had convinced the King that such a relationship seven days. The locals have a love of singing and
could never be allowed and sent out guards to music, and also wine (and a reputation for public
murder Tayir. drunkenness). The town’s industry is mainly
agricultural: grain, sheep, cows, camels, and
He attempted to flee the city but was found out, horses (of very good quality). Additionally, they
and the King’s guards were tracking him to the catch and sell fish from the nearby Kaidu River
Iron Gate Pass. Tzoula chased after them, trying to and also trade in salt.
save her lover, but in the fray, both she and Tayir
fell off the gorge to their tragic deaths. The pair Yanqi is the last important stop before the long
were buried with great honors within the mound. road to the Jade Pass and Yumen. Along the
To this day, the mound is watched by an honor way, there is only one significant oasis, halfway
guard to deter any tomb-raiders. between Yanqi and the Jade Pass, where the road
intersects with a northern road going to the city of
Other Routes: the side road southeast from the Turpan. Travel from Yanqi to the Jade Pass takes
Iron Gate leads to Loulan, a tiny miserable village about 22 days at a good pace.
in barely-arable land around a dying oasis. Locals
say that the whole area was once a kingdom Other Routes: From the oasis halfway between
back in the time of the Han, but the waters dried Yanqi and the Jade Pass, one can reach the city
of Turpan. Turpan is an oasis city, kept fertile by
an astounding work of architecture: a series of

52
II : Gazetteer of the Silk Road

underground canals bringing water down from Later on, when the Han came to the region,
nearby mountains accessible to the locals by a Yarkand resisted them for over 40 years, needing
network of wells. No one knows who created the to be completely exhausted by lengthy conflict
system (locals say it was their ancient ancestors), before they finally agreed to become vassals. Thus
but it has existed since before the time of the Han. the men of Yarkand are known as fierce fighters.
It is currently subject to Liao. The population is a
However, much of the modern city was built by mix of demographics similar to those of Kashgar.
the Han, whose empire extended to here; in fact,
Turpan means “The Chinese City” in the local
language. The city natives are a mix of inter- Kargilik
bred Sogdian and Chinese. The city is ruled by a About 150 miles from Kashgar, the town of
khanate known as the Kara-Khoja, vassals of the Kargilik is called Yecheng by the Chinese. It is
Liao. The people practice Tantrist Buddhism, and under a day from Yarkand, which is only a day
the caves in the nearby mountains are filled with from Merket. Kargilik is on the Yarkant River, on
temples and shrines. Some of these cave temples the river’s eastern shore. To the south of the city is
are occupied by monks, hermits, or wizards, while a variety of large earth terraces rich in minerals.
others are abandoned. From Turpan, trade routes It grows a variety of agricultural products, mainly
lead east to the lands of the Mongols and west to cereals and fruits, but its greatest claim to fame
Balasagun and beyond. is that the terraces have a particular type of grass
known as “baicao” or “white grass.” The grass is

TAKLA-MAKAN an ingredient that local apothecaries know how


to apply to create a particularly deadly poison,

DESERT (SOUTHERN suitable to arrows and dagger tips. The lethality


of the poison is about equal to that of autumn

ROUTE) crocus.

The people of Kargilik do not have a good


reputation. They are known as rude in nature and
Merket cheats in business.
A small village on the Yarkant River, it is the
first stop on the southern route around the The majority of the population in the present day
Taklamakan Desert from Kashgar. It is very are Muslims, but there are ruins around the village
small and not particularly significant. Still, its that indicate that at some point in the past, the
main trade is hiring out especially skillful guides, village population was once Buddhist, of the same
translators, and guards along the whole leg of the kind as practiced by the Chinese. Kargilik has
southern route. about 4000 inhabitants.

Yarkand Khotan
Located in a fertile oasis along the Yarkant River, The only major city in the southern route (or
the town of Yarkand is found where the road indeed, in either route between Kashgar and
crosses the river. The population of Yarkand is Yumen), Khotan is located in an oasis between
mainly Uyghur tribesmen, and the town’s main two small rivers, the Karakash and the White Jade
products are wheat, pomegranates, pears, and River. “Khotan” is derived from Tibetan, meaning
sheep. According to Chinese historians, the “Land of Cows.”
kingdom of Yarkand was the only part of the The city is on an intersection of the southern route
region that successfully resisted the invasion of with a road leading south through a treacherous
the Xiongnu Barbarians during the Han Dynasty Kunlun mountains pass known as the Karakorum
era. Pass, heading to the kingdom of Tibet. The city of

53
Sword & Caravan

Khotan is at least 1,200 years old. It was originally The people of Keriya have an unusual custom,
settled by Indus people, who had an ancient whereby rule any woman whose husband has
civilization in this area. been away 20 days or more has a right to remarry.
As such, most of the town’s men do not travel,
These ancient peoples were renowned as wizards, except those who want a divorce.
and they practiced necromancy, preserving their
ancient dead priests or royals as mummies. There Going north of Keriya, about 90 miles into the
are stories about treasure-hunting expeditions desert, there are the ruins of an ancient fortress
into the desert around Khotan (particularly to the called Karadong. It is abandoned and long since
north-east) to visit ruins half-buried in the sands. stripped of anything valuable. Still, rumor holds
Sometimes these treasure-hunters returned with that there is another ruined city somewhere
valuable finds; however, some of these expeditions another day or two, further north, often
met with disaster when encountering the living swallowed entirely by the sands but sometimes
dead. visible. It is said to have great treasures but also
terrible monsters.
The people of Khotan had been Buddhist allies
of the Tang Chinese, but about 200 years ago,
they were conquered by the Turks, who forcibly Niya
converted most of the population to Islam. More Called Jingjue by the Chinese, Niya is a very small
recently, they were conquered by the Kara- town that has existed since at least before the time
Khitan (or Liao). Today, the people of Khotan are of the Han. It is a very poor village; it is mostly
peaceful and grow considerable amounts of grains just a stopping point for travelers and has about
and fruits for trade. 1,700 inhabitants.

More valuable is their mining of Jade, which is


considered to be of enormous value in China.
Minfeng
They also produce fabrics, carpets, and fine silk. Dating back at least to the early Han Dynasty,
According to local legend, silk was introduced Minfeng is a village of only about 300 people, in
when a Chinese Princess was married to the ruler a very tiny oasis. It is barely more than a stopping
of Khotan about a thousand years ago, and she point. During the time of the Han, there was a
smuggled silkworms with her. larger town and a fortress about 60 miles north of
the village, but it was abandoned about 200 years
Other Routes: From Khotan, there is ago when the river that fed the town dried up.
a mountain trail going south, through the
dangerous Karakorum Pass, to the city of Leh, in
Ladakh, part of the Tibetan kingdom. It has a very
Qarmo
impressive palace in the Tibetan style and many Also known as Qiemo, this is another tiny oasis
beautiful monasteries and shrines. It is a major village on the southern route. It has a population
trade location for salt, cashmere wool, cannabis, of about 800 people and grows grapes.
and indigo, all of which are quite valuable. Its
people are a mix of Hindu and Buddhist Tantrists, Charklik
and it is located near the Sindhu (Indus) river, one
of the holy rivers of India. From Leh, mountain Called Wuni by the Chinese, this small village
trails go all through Tibet and down into India. was once the capital of a local kingdom called
Shanshan. The surrounding territory was probably

Keriya
much more fertile at that time, but the oasis here
has mostly vanished. There is a nearby lake named
85 miles from Khotan, the town of Keriya is Lop, but it is a salt lake. From this point forward
located on a small river of the same name. The until Yumen, the entire region (known as Lop
town’s main trade is in Jade and a few other semi- Nor) is full of salt pans and is a difficult leg of the
precious stones. Various craftsmen in the town are
skilled at working these stones into jewelry.

54
II : Gazetteer of the Silk Road

Silk Road to traverse. It is all brutally hot, dry,


with virtually no access to local food and water,
and stories abound of dangerous monsters.

The modern village has only a few hundred


inhabitants. However, the surrounding area
has a tribe of especially hearty nomads known
as Lopliks. They have their own breed of short,
tough horses and survive by herding, hunting, and
occasionally banditry.

Miran
Called Yixun by the Chinese, this oasis town is
gate to be found. It is uncertain whether the gate
well in the Lop Nor salt desert. Over a thousand
was really made of Jade, as many merchants and
years ago, there was a large city here. It was fed
locals claim, or if it was only called that because
by an extensive irrigation system from a river
it marked the pass where fortunes in Jade flowed
of a nearby mountain. The river has long since
into Han-era China.
dried up, and travelers can see the now-useless
remnants of the old canals. By the time of the From the early Han era until the Tang Dynasty,
Tang Empire, Miran was already reduced to the this was a heavily guarded section of the Great
size of a town. Wall. Behind it were two forts: one smaller one
immediately at the door and a much larger one
After the Tang retreated, the area was briefly
a couple of miles away. There were also manned
under the control of the Tibetan kings, who built
towers and a system of signal beacons to summon
a fort here, and the half-ruined remains of the fort
reinforcements from hundreds of miles away.
are still present. The town now has little to offer
There were so many troops stationed here that it
except a vital stopping point between the last great
counted as a city in its own right. It was China’s
leg of at least two weeks of travel across the Lop
westernmost military headquarters.
Nor to get to Yumen.
Now, it is all abandoned ruins. After the collapse
The town was once an important center of
of the Tang Dynasty, the Chinese were never able
Buddhism, and the evidence of this is still found
to re-establish the extent of their empire this far
by the ruins of some Buddhist stupas, and giant
west. Passing through the Jade Gate, one can see
Buddha heads half-buried in the sand. A few days’
the ruins of the smaller fort and, in the distance,
travel east from Miran, there’s a route that crosses
the signal tower as well. A bit further beyond the
northwest, through the town of Loulan, and to the
line of sight of the road are the ruins of the citadel
Iron Gate Pass in the northern desert route.
and barracks. All of it is abandoned now.

The Jade Pass or Yumen The caravans that enter the Jade Pass Gate try to
get all the way through to the Yangguan or Sun
After a very long leg through the mountains
Gate Pass as quickly as they can, typically able
(in the northern route) or the salt desert (in the
to make the crossing in under a day. However,
southern route), merchants reach a point in the
some caravans that arrive at the edge of the Jade
road where the two routes converge. Shortly
Pass Gate late in the day choose to camp for the
thereafter, travelers get their first glimpse at the
night. They typically stay a good distance from the
westernmost edges of the Great Wall of China.
Great Wall, wake up early the next morning, and
The wall at this point is badly degraded, and there run the whole route from the Jade Pass to the Sun
is a massive gateway arch at the place where the Gate. The reason for this is that stories hold that
road reaches the Great Wall. This is called the the Great Wall itself and the area between the Jade
Yumen or Jade Pass Gate, though there is no more

55
Sword & Caravan

Pass Gate and the Sun Gate are haunted at night these lands over who will succeed him when he
by all those who died here over the centuries, so eventually dies. The bureaucracy has become very
far from home. corrupt, and unworthy civil servants have become
very powerful. Bribery is a very common practice

HEXI CORRDIOR in the Xia lands these days.

The Sun Gate is famous in Chinese culture as what


was once the end-point of the Chinese empire,
The Sun Gate and Yangguan and now is the end of Chinese influence. Chinese
The Great Wall in the area around the Jade Pass merchants recite a poem dating back to the Tang
has a secondary wall section that makes for era that is very famous and sometimes performed
another line of defense; this is the area known as to music at caravanserais:
the Sun Gate. Just as the Jade Gate is the first entry
to China, the Sun Gate is where Chinese traders “The morning rain in Weicheng washes away
leave China for the west. the dust,
My guest house is green with color from
There is a fort by the Sun Gate, and like the fresh willows,
other Chinese forts in this region, it is now in Let’s have one more cup of wine dear sir,
ruins. Beyond the Sun Gate is a section of the West of the Sun Gate, you’ll find no old friends.”
Silk Road known as the Hexi Corridor. The
road travels along a small strip of land stuck Beyond the Sun Gate is a small village called
between the Qilian Mountains to the south and Yangguan, of a few hundred people. It is mainly a
the treacherous Gobi Desert to the north. Also, one-night stopping point of caravanserais before
the Great Wall marks the boundary between the undertaking the one-day ride to Dunhuang.
territories ruled by the Liao and those of the Xia,
who call themselves “the Kingdom of the White Dunhuang
and Lofty .” This is the first great city that travelers to the
Like the Liao, the Xia are a formerly tribal people east reach in China. It is known as The City of
(originally called the Tanguts) who took on Beacons because it was originally built by the Han
elements of Chinese civilization. Xia men are as a military city that had a great beacon to alert
easily distinguished because they shave the tops of neighboring areas of any invasion of barbarians
their heads, leaving a fringe around the forehead crossing the great wall.
and temples. They were subjects of the Tang After the fall of the Tang Dynasty, this city
Dynasty, but after the fall of that dynasty became changed hands several times; it was conquered
an independent kingdom. Currently, the Xia are by the Xiongnu barbarians, later by the Turkish
a vassal kingdom of the more powerful Jin tribes, and after that by the Tibetans. Finally,
people to the east, another tribal group (the after another period of instability, it was
Jurchen) who have actually conquered the conquered by the Xia. Today, the city has
former Chinese capital from the much- over 70000 inhabitants, and it is a mix of
reduced Song Dynasty. Chinese, Uyghurs, Xia Tanguts, and
The current Xia emperor is the many other people. The dominant
elderly Renzong, who has been religion is Buddhism, but there are
on the throne for 52 years. The also Muslims, Christians, Jews,
Xia people are very cultured and Taoists, and Confucians.
practice both Confucianism and Most of the city of Dunhuang
Tibetan-style Buddhism. is built in adobe bricks, in a
However, as the Emperor has variety of styles but clearly
grown older, his power has more Chinese than anything.
weakened. Now there is a lot There is a thriving market, and
of strife and factionalism in

56
II : Gazetteer of the Silk Road

during the summer, the market is open all day and


all night. It trades especially in Jade and gems, but Suzhou
also nuts and fruits. The astrologers of Dunhuang Suzhou is known as The City of the Wine Springs,
are also highly regarded for their predictive skills. on account of an ancient tale. During the time of
the Han Dynasty, the Chinese won a major victory
Among its many temples and shrines, one of the
at Suzhou against the Xiongnu barbarians. The
city’s great highlights is a very impressive Pagoda
general of the Chinese army poured an entire vat
called the White Horse Pagoda. It is 40ft high and
of wine in the local spring so that all his soldiers
unusual in that it is a pagoda in memorial not of a
could toast to their triumph.
great Buddhist master but of a master’s horse.
During the time of the Han and the Tang, it was
The horse in question was Tianliu, the horse of
an important military outpost. After the Tang
the monk Kumarajiva. Kumarajiva was a Kashmiri
Empire collapsed, the Tibetans took the city,
prince who became a humble monk and then
followed by the Uyghur tribesmen. But about 160
traveled from Kashmir to China on horseback to
years ago, it was also taken by the Xia, who have
bring the Sutras (holy writings) to the Chinese
ruled it ever since.
people. After making his way all through the
mountains and reaching Dunhuang, his faithful The principal commerce of the city is in medicinal
horse died. Kumarajiva made an altar for the herbs, which are cultivated in the area. Suzhou
horse and performed Buddhist funerary rites for has a population of about 80,000 inhabitants. It
his trusty steed for nine days. On that site, later has a serious problem with crime, and unwary
Buddhist monks built the White Horse Pagoda. merchants run a risk of being set upon by thieves.
Some 16 miles southeast of Dunhuang, there
are a series of caves known as the Mogao Caves, Liangzhou
known as the Thousand Buddha Caves. These are An inhabited city for more than 5000 years, the
a vast network of caves that have been occupied modern history of Liangzhou dates to before
or excavated on a mountainside and filled with the Han Dynasty. During the time of the Han, it
Buddhist shrines, caves, and even libraries. was the major western provincial city and was a
major military base. Today, it is considered the
The caves were started some 700 years ago when
last “Chinese frontier” city before crossing the Wu
a monk named Le Zun had a vision of one
Shao Pass and entering China proper.
thousand Buddhas bathed in golden light on the
mountainside. He proceeded to fill the caves with The city is large, with a population of about
shrines in honor of his vision and then dig out 90,000, and trades mainly in farming material
even more caves. (vegetables and fruit) and livestock. In addition,
they breed a certain lineage of very high-quality
Today, the area also has two giant statues of
military horses. The artisans here are also
Buddhas and a large monastery. The caves were
especially talented in bronze work.
a great place of pilgrimage during the Tang
dynasty and still are. However, after the fall of the The city also has some impressive tombs of
Tang and the instability in all of China, the powerful Xia nobles who died here. Their tombs
wealth and influence of the monastery are conical shaped and combine aspects
and numbers of pilgrims to the site of the Xia’s Tangut tribal culture
have declined. with Chinese Buddhist features.
This city is the south-eastern
extent of the Xia Kingdom.
Beyond the Wushao pass is
the Jin (Jurchen) Dynasty
territory.

57
Sword & Caravan

Other Routes: North of Liangzhou is the Xia


capital of Ningxia. It is a relatively backward city Lanzhou
compared to Liangzhou, though it has a large and A majestic Chinese city on the banks of the Yellow
learned population of Chinese Jews, and it is also River, Lanzhou is the end of the Silk Road, the
well known for its horse breeding. From Ningxia, entry into China. For many Silk Road traders, it
there is a connection to the path known as the is as far as they will travel, trading in the great
Baidao Route, which eventually reaches the Jin market for Chinese goods to take back along the
Capital of Zhongdu. road. It is known as The Golden City and is truly a
wonder to behold, though it is said that it is not as
Wushao Pass grand compared to other cities in China.
This mountain pass marks the entry point into During the Han Dynasty, Lanzhou was taken
China proper. from local barbarians, and the Great Wall was
extended to protect the west. As a result, Lanzhou
became the capital of the western province.

58
II : Gazetteer of the Silk Road

Lanzhou is thought of as where the first Buddhist Confucianism. Most importantly, he annulled
teachings arrived in China and is still a major a long-standing law that did not allow Jurchen
center of Buddhist study. After the Han Dynasty, nobles to marry Chinese wives, and he has
the area was briefly taken over by the warlike married a Chinese noblewoman.
Tibetan kings but was retaken by the Tang
Dynasty. Thus, Lanzhou has a mix of Chinese The Jurchen are still threatened by the Southern
Buddhist and Tibetan Buddhist styles, which Song dynasty to their south. They also suffer some
are quite different from each other (though a raids from barbarians known as the Mongols
European might not understand how). to their north. However, they do not consider
these disorganized tribes an existential threat,
After the fall of the Tang, the city fell into the thus repeating the Song dynasty’s error with the
hands of the Xia, but the city was later retaken Jurchen themselves.
by the Song Dynasty, marking its western border.
When the Song Dynasty was conquered (in the The city of Lanzhou is far away from most
North, they still survive in the South of China) of the politics or strife of the Jin court. It is a
by the Jurchen barbarians, Lanzhou became a cosmopolitan city, with permanent populations of
Jurchen city. The new conquerors of northern Chinese Buddhists and Confucians, Muslims, and
China quickly adopted Chinese culture and styled even a community of Christians.
themselves the Jin Dynasty. The city has been
Lanzhou has a population of over 150,000. The
under the control of the Jin for the last 65 years.
city’s main economy is as a great center of trade,
The Jin/Jurchen are a troubled dynasty. The bringing in goods from throughout China and
Jurchen nobles constantly fight and scheme purchasing goods from all the Silk Road. The city
among themselves; one of their emperors who also has agriculture and herding. They breed very
became too friendly to Chinese culture was good quality cattle and do fine work in wool and
assassinated by Jurchen traditionalists. leather.

The current Emperor of Jin China, the Emperor Lanzhou is close enough to the Gobi desert to still
Zhangzong, is only 23 years old and came to the classify as semi-arid. It is very hot in the summer,
throne less than 2 years ago. Nevertheless, he very cold in the winter, and dry for much of
has been very careful to walk the line between the year. It sometimes suffers from dust storms,
maintaining Jurchen traditions. For example, though much less frequently than the cities along
requiring that anyone seeking a public service the desert. The area is surrounded by mountains
office pass a Jurchen archery test, maintaining and pine forests, rumored to hold strange wildlife
the tradition of “Kowtowing” (fully prostrating and magical beasts, including giant salamanders.
oneself) when presented to the Emperor or
Some of the mountains around the city are
his representatives, etc. However, he has also
considered sacred, particularly Wuquan Mountain
maintained and promoted some Chinese
(also known as Five Springs Mountain), with
traditions of education and ritual and promoted

59
Sword & Caravan

The Song are greatly diminished from their peak


but are probably the most advanced civilization
to be found anywhere in the world. Hanzhong is
a wealthy trade city at the northwestern border
of the Southern Song dynasty. It has impressive
Taoist temples and has great trade in drugs and
medicines made by master apothecaries.

Also, from Lanzhou, there’s a road that goes east


over the Dasan Pass into Baoji and then into the
heartland of the Jin Dynasty. The city of Baoji
was long known as the gateway to China. It is a
prosperous city; not much changed from when it
was ruled by the Song. Apart from its markets, the
city has many interesting features.

Just outside the city is the Fa Men Si Buddhist


several Buddhist temples and monasteries. The Temple, which has a precious relic: one of the
city has its own particular cuisine, which is Buddha’s finger-bones. It also has the tomb of the
considered delicious but extremely spicy. legendary pre-historic Emperor Yandi (The Flame
Emperor), whose dynasty allegedly was based in
Other Routes: North from Lanzhou, a route Baoji as its capital.
known as the Baidao route crosses the northern
desert. It eventually reaches as far as the city of Also, less than a day’s march from the city is the
Zhongdu (in the location of modern-day Beijing), tomb of Zhuge Liang. Known as the “Crouching
the capital of the Jurchen “Jin” Dynasty (the Dragon,” a master strategist, academic, magician,
barbarians who conquered the northern half of and politician, Liang is legendary throughout
Song China and then became gradually more China. As a military genius, he is second only to
culturally Chinese). It is a stunning city of over Sun Tzu and similar in fame as a sage/magician as
one million inhabitants. the legendary Merlin is in Europe.

East of Lanzhou, the silk road changes into one of South of the city at the start of the mountains is
the main highways of China. It forks in various an enchanted forest full of mystical glades and
directions, going south on the “Shu Road” waterfalls known as Jialing Jiang. The place
into Hanzhong and Chengdu and then is said to be filled with spirits and faerie
further south to what is today Vietnam creatures.
or southeast into the lands of the
Finally, southwest of Lanzhou, a
Southern Song dynasty, the true
small mountain path leads through
remnant of Chinese civilization.
the Biandukou pass, through various
towns into Tibet, and eventually
reaching Lhasa.

60
III : Classes & Powers

CLASSES AND POWERS

NEW CLASSES

T
he following is a selection of optional character classes particularly suited to the Silk Road
campaign setting. Conversely, characters originating from Europe will be any of the standard
OSR character classes, i.e., fighters, thieves, magisters, etc. In the context of the Holy Land,
one could assume that there are clerical priories in most crusader cities and that the Knights
Hospitaller are a suborder of the Clerical Order.

Among native characters, fighters, thieves, and magisters will all be common. In fact, most medieval
European magic is derived from Arab sources or from the same Classical sources that Arab magicians
used. There could also be Clerics, though not affiliated to the Clerical Order of the Roman Church,
which serves the local Christian communities. In theory, there might even be Clerics among the
Nestorian Christian Mongol Tribes, for example.

The new classes below cover specific specializations in the silk road. These may not be as optimal for
‘adventuring’ style play as the main classes and are mainly intended as NPC characters. Still, there’s no
specific reason why they can not be used as Player Characters if a player wishes and the GM allows it.

Note: these classes are all designed for the Lion & Dragon Medieval-Authentic OSR game, available from
DOM Publishing. If you are running this setting with another OSR or D&D-derived system, you will
need to modify these rules accordingly.

61
Sword & Caravan

Starting at Level 1, and after every level gain, the


Silk Road Merchant Merchant receives benefits from the following
Obviously, all kinds of trade take place in the Silk table. At each level, the player can choose to roll
Road, but some merchants, typically from the randomly for two benefits or select one single
territories of the Silk Road itself, are specialists in benefit without rolling:
conducting trade along the routes of the road.
SILK ROAD MERCHANT BENEFIT TABLE
² Requirements: CHA8+, must be a villain Roll 1d10 Benefit
or peasant class; the family background will
usually be from a longstanding family of 1–2 +1d6 hit points (modified by CON)
merchants. 3 -1 Saving Throw DC
² Hit Points: +1d6 hit points, modified 4 +1 to Merchant skill
by CON, at level 1. +1 hit point per level
5 +1 to Artifact Lore (to identify and
thereafter.
estimate the value of rare artifacts)
² Combat Bonus: +1
² Saving Throw: -1 DC 6 +1 to Wilderness Lore
² Special: Silk Road Merchants start with a +2 7 +1 to Urban Lore
Merchant skill, as well as +2 Urban Lore. 8–9 +2 to one type of saving throw (i.e.,
poison, magic, disease, etc.)
10 +1 to hit with one type of weapon
(i.e., Spear, sword, short bow, dagger,
etc.)

62
III : Classes & Powers

arrows) and a spear. Unless the GM doesn’t


Tribesman want it, they also start with a horse or a
Tribesmen are rural nomadic peoples found along camel.
or near the Silk Road. These include Uzbeks,
Starting at level 1, and after each level, the player
Kyrgyz, Uyghurs, Afghans, Khitans, and Mongols.
will roll twice on the following benefits table or
They often work as guides, drivers, or porters on
select one option from it without rolling:
merchant caravans. However, at other times they
may work as bandits or mercenaries. The peoples TRIBESMAN BENEFIT TABLE
found in the harsher regions of the Silk Road
are often uniquely skilled at surviving in these Roll 1d12 Benefit
dangerous environments. 1–2 +1d10hp (modified by CON)
² Requirements: Con 9+ 3 -1 Saving Throw DC
² Hit Points: +1d10, modified by CON; +2 4–5 +1 Combat Bonus with one type of
per level thereafter weapon (i.e., Spear, short bow, etc.)
² Combat Bonus: +1 6 +2 to damage with one type of
² Saving Throw: -1 DC weapon
² Special: Tribesmen begin with Wilderness
Lore +2, and in their native territories, they 7 +1 Initiative
get an extra +2 bonus to Wilderness Lore for 8 +2 to one type of saving throw (i.e.,
hunting and finding water. They also begin area effect, magic, poison, etc.)
with Riding +1, which applies to horses or 9 +2 to Wilderness Lore
camels. 10 +1 to Riding
When firing arrows on horseback, tribesmen
only suffer a -2 penalty (rather than the 11 +1 to attack rolls while mounted
standard -4). 12 +2 to damage when making a
All tribesmen will start with a short bow (30 mounted charge

63
Sword & Caravan

singing, poetry, drinking, and sexual activity,


Sufi including – it is rumored – sexual activities
Sufism is the mystical branch of forbidden by Islam.
Islam, though Sufis themselves
In a similar fashion to Clerics, Sufis must
claim that they pre-existed Islam
practice obedience to their spiritual order
and were secretly awaiting the
and their superiors (the Murshid teachers
revelation of the Koran to the
or Pir saints). They must assist other
world. In the present period of the
Sufis of their order, and in most orders
campaign, Sufism has enormous
(though not all), they should also assist
influence throughout all of the
other Muslims whenever possible. In the
Muslim world, particularly Sunni
case of some orders, devotees must assist
Muslim areas. However, at
“anyone who is in need.”
times they have gone through
periods of persecution at the With the exception of the
hands of more reactionary Malamati, Sufis will dress
fundamentalist forces. in distinctive clothing,
usually including a simple
Most Sufi Muslims are regular
woolen cloak of particular
faithful Muslims
colors. In addition, most Sufis
(though often of
will need to follow the various
the Sunni branch of
rules and restrictions of their
Islam) who
Muslim denomination; the
also engage
exceptions
in the popular
to this rule
Sufi practices
being the
and possibly even
Malamati, who
venerate the Sufi
intentionally
Pirs (“saints”). Among
do all their
the common devotions
spiritual work
are group singing, chanting, and
and good deeds as secretly as possible; and the
pilgrimages to the tombs of famous
Qalandari who engage in acts other Muslims
Sufi saints.
consider sinful as tests of their mystical ability to
However, certain dedicated people are chosen transcend sin.
by the Sufi Masters to be initiated as Sufi Murids
Expected Islamic practices include prayer five
(seekers). They gain initiation into secret Sufi
times a day, though the forms of these prayers
lodges in one of the many orders of Sufism. The
are often modified by the teachings of their
most common order in the region of the Silk Road
school. Besides this, they also practice “dhikr,”
is the Qadiriyya, who appear as fairly conservative
the repeated mantra-like chanting of the names
Sunni mystics. Other orders include the Afghani
and qualities of Allah, often counted on prayer
Chisti, who emphasize love, charity, and not
beads. In the case of the Malamati, their dhikr is
accepting any temporal honors. The Malamati
performed silently rather than out loud.
order (based in Nishapur) is highly secretive, and
devotees disguise themselves as ordinary, non- Most Sufis eschew material wealth and political
devout people. power. Some, like the Chisti, believe in living a
life of relative poverty, giving away their material
The Shiite Qalandari order (also based in
goods to the poor, and rejecting any high offices
Nishapur) is currently led by the great Farid
or honors. However, all Sufis believe in a single
Ud-Din Attar. They believe in mystical union
universal religion and are thus highly tolerant
through all activities and are thus criticized
of Non-Muslims. Sufis are by their nature
by fundamentalists for engaging in gambling,
peace-loving, but they are not pacifists. They

64
III : Classes & Powers

may be religiously required to fight under some


circumstances (particularly where innocent lives
are at stake). In any case, they will not usually
hesitate to fight for self-defense or in a good cause
(though, unlike Clerics, they are not specifically
trained as warriors).

As they progress in their spiritual training, Sufis


gain miraculous powers. These are not magic, but
rather are holy powers similar to those gained by
Clerics. Like Cleric powers (in the Lion & Dragon
system), they are cast by rolling 1d20+WIS+level
against a difficulty challenge rating. A given power
can be cast any number of times per day until the
Sufi fails a roll, and then that power cannot be cast
again until the next day (and only after they have
recited their obligatory dhikr). Also, like Clerics,
their ability to generate miracles is not restricted
by armor use. Although Sufis do not gain fighter-
level bonuses to armor use, unlike Clerics.

In a similar manner to Clerics, any Sufi who


commits a serious breach of his oath as a Sufi that Clerics can call for Divine Intervention in
(though details of what constitutes a breach the Lion & Dragon system. This is done by a Sufi
may vary between one school and another), or power check as above, with a DC22. The request
blasphemy/apostasy against Allah, will lose the being made must be for a significant cause (i.e., to
use of his Sufi powers. These may be regained, but protect lives, fight evil, etc.), and it must somehow
only if the Sufi is truly sincere in their repentance benefit the cause of good.
and usually requires some act of pilgrimage If the check succeeds, it will take the form
(the Hajj to Mecca, visiting their teacher to beg of a miraculous effect appropriate to what is
forgiveness or a journey to the tomb of a great Sufi needed. Examples include, but are not limited to:
saint of his lineage) as well as some other serious telekinesis, illusion, causing fear or friendliness
act of contrition (as chosen by the GM). or confusion, inspiring a group of people equal to
Any Sufi who reaches 8th level is denominated the Sufi’s level to get a +4 to all d20 checks for the
a Murshid or teacher. A Murshid is entitled to duration of a battle, altering weather, granting one
recruit his own followers if he sets up a public or more people great strength, detecting magic/
Sufi school in a town or city. To do so, the evil/invisible things, smiting a group of enemies
Murshid would have to have a permanent base with a lightning bolt, or causing a single nemesis
of operations (a house, most likely). A Murshid to make a saving throw vs. instant death.
with such a base will attract 2d6+level+CHA If the check fails, the Sufi cannot appeal to divine
number of regular followers. These followers will intervention again until he undertakes a full day
be capable of supporting the Murshid, if he so of fasting, purification, and prayer. On the other
desires, at a value of 1 dirham per follower per hand, if the check succeeds, Allah will require in
month. However, the Murshid would be required exchange that the Sufi undertake some kind of
to publicly teach at least 5 days per month. Every divine mission. Such missions may include: to
time a Murshid gains a level, they will attract slay a group of unbelievers, convert an unbeliever
another 2d6+level+CHA followers. to Islam, slay a monster, serve pilgrims, recover a
Any Sufi, regardless of level, who gains all 8 Sufi lost relic, stop an injustice, destroy an artifact of
miracles will thereafter be able to call on direct
Divine Intervention. This works in the same way

65
Sword & Caravan

evil, travel to help a holy man, raise a large fund of


money (at least 1,500 dirham) for some charitable Roll 1d8 Power
cause, or destroy an evil cult. 1 Bilocation
2 Exorcism
Whatever the nature of the mission, he will
be unable to use Divine Intervention for any 3 Freedom From Bonds
purpose again until the mission is completed, 4 Healing
EXCEPT if he is using it to fulfill the mission, in 5 Levitation
which case he can do so without further missions
being required. 6 Locate Object/Person
7 Manifest Food/Drink
Any Sufi who has all 8 miracles gains the title
8 Read Minds
of Pir (“Saint”), and if he wishes, could recruit
1+CHA number of 1st level Sufi Murids as his
Bilocation: This is the power of being
followers. He will gain another 1+CHA 1st level
simultaneously in two places at once. To Bilocate,
Sufi Murid followers at each subsequent level.
the Sufi must select either a location he’s been to
² Requirements: Wis 9+ before or a person he has previously met. He will
² Hit Points: +1d6+CON at 1st level, +1 hp then manifest another body at that location (or
per level thereafter. the location of the person he seeks). The difficulty
² Combat Bonus: +0 of this miracle depends upon the distance
² Saving Throw: -1 DC involved: if the location is less than 8 miles away,
² Special: Sufis begin with the test is DC15. If the location is between 9-100
Theology(Islam)+1. They also begin with one miles away, it is DC20. And if the location is over
miraculous power, rolled from the random 100 miles away, the test is DC25.
miraculous power table below.
While bilocating, both of the Sufi’s bodies can
Starting at level 1 and every level thereafter, the operate fully and actively, including talking,
PC will roll twice (or can select one single benefit) engaging in combat, or taking other actions.
from the benefits table below: They can even attempt to perform other miracles.
Still, only one body can attempt to perform a
SUFI BENEFIT TABLE miracle in any given round. Also, if either body
fails a miracle check, neither body can perform
Roll 1d10 Benefit that miracle again for the rest of the day. The Sufi
1–2 +1d6 hp, modified by CON cannot attempt to bilocate further while the effect
3 -1 Saving Throw DC is already active; he can only manifest two bodies
at a time.
4 +2 Theology (Sufi Islam)
5 +1 Medicine OR Apothecary OR one While bilocating, any damage or effect suffered
new language by either body is felt by both. Furthermore, they
6 +1 Music/poetry OR Philosophy OR share the same hit points, and the bilocating body
Demonology OR Occultism will vanish in the case of death. The duration
of bilocation is for one round per level, but in
7–8 One new Miraculous Power OR +1 the case of a natural 20 or a success margin of
to the check for a single miraculous 10 higher than the DC, the effect can last up
power to one minute per level. The Sufi can choose to
9 +2 to one type of Saving Throw prematurely end the effect at any time.
10 +1 to hit with a specific type of
weapon Exorcism: This is the power to banish away
spirits (including incorporeal undead and
demonic presences) from an area or from the
MIRACULOUS POWER TABLE
possession of humans. To perform an exorcism,
a Sufi must be in the area where a spirit is present

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or within 30’ of a person being possessed. To the Sufi can either cure all HP damage at once
perform the exorcism, they must spend a full or completely cure the effects (even permanent
round in prayer, and perform a miracle check of effects) of a single injury, poison, disease, or curse.
DC18 or a DC equal to the HD of the spirit they
are trying to dismiss (whichever is higher). Levitation: This power allows the Sufi to float
through the air. A DC15 miracle check allows the
They can affect any incorporeal undead, any Sufi to lift off the ground and move 30’ per round.
immaterial spirit, or Demon. A spirit will On any given round, he can float stationary or
be banished from the material plane or the move up to that 30’ distance either vertically or
possession of a body for one hour per Sufi level. horizontally. The power lasts for as long as the Sufi
After the time is passed, possessing spirits may does not touch the ground or up to a maximum
attempt to possess a different body or return to of one hour per level (whichever comes first).
the same one. Levitation can be activated as a reaction (for
example, if the Sufi is falling) but requires a DC18
On a natural 20, or if the Sufi surpasses the DC check. On a natural 20, or if he surpasses the
by 10, the spirits will be permanently banished. difficulty by 10, he can move at double the normal
Corporeal undead, or spirits/demons with rate.
physical bodies on this planet, can only be affected
on a roll of DC22+HD of the creature or a natural Locate Object/Person: This miracle allows
20. If successful, 2d6HD of creatures (3d6HD on the Sufi to detect the location of an object or a
a natural 20), or a minimum of 1 creature, will be person. To locate an object, the Sufi must have
disintegrated instantly. seen the object himself or touched someone who
has seen the object. He must then make a DC14
Freedom From Bonds: This power allows the miracle check. If he succeeds, he will get a sense,
Sufi to release himself or others (by touch) from like an invisible arrow, pointing in the direction
any type of restraints from ropes or chains, as of the object. He will maintain that sense until a
well as the ability to open any lock. To liberate day goes by or until he reaches the object. If the
himself or others from bonds requires a full round Sufi runs out of time before finding the object, he
of concentration and a miracle check of DC14 in can attempt the miracle again to continue seeking
the case of ropes or DC16 in the case of chains/ it later.
manacles. To open a lock, he must touch the lock,
and it requires a full round of concentration and a To find a person, the Sufi must have personally
DC15 check for a simple lock; very complex locks seen the individual or be touching someone who
might require a DC18 check, and locks protected has; the check is DC16 but otherwise works the
by magic require a DC20 check. Suppose the Sufi same way. If the person is dead or the object
is restrained in other non-magical ways, such as destroyed, the Sufi will sense it when he succeeds
obstacles barring his exit or being held down by in the check. If a person or object is protected
a heavy object, etc. In that case, the GM should from detection by magic, the difficulty to find
determine the difficulty of the miracle check, them increases to DC20. Some powerful forms of
though usually not less than DC16. magic against detection might make the object or
person impossible to find.
Healing: By laying hands on someone who is
injured or ill, the Sufi can attempt to cure them. Manifest Food/Water: A Sufi can make food
Injuries can be cured by a DC13 check, healing and water appear through miraculous means.
1d6+1hp damage on each successful roll. Poison, With a DC15 check after one minute of prayer, the
diseases, or curses (including blindness, deafness, Sufi can generate bread and clean water for one
or madness) can be cured on a DC18 check, but person per level. The bread and water are ordinary
note that this will only stop further harm from in every respect and are enough to live on for
these conditions, not heal the harm done so a day.
far. On a natural 20 or a modified roll over 25,

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Read Minds: This miracle allows the Sufi to read


the thoughts of a sentient being, as well as being Chinese (Confucian/Taoist/
able to transmit thoughts. To read the thoughts of
another being, the Sufi must be within 10’ of the
Buddhist) Sage
target. With a DC13 check, he can read the most The Chinese Sage need not be Chinese by
immediate surface emotions of the target. To read ethnicity. Rather, this refers to anyone who has
superficial thoughts requires a DC15 check, as been trained in the mysticism and erudition of
does transmitting a psychic message. Chinese civilization. The Song, Jin, Xia, and Liao
all have such sages in their territories. These
To read unconscious thoughts or thoughts that sages will be Taoist, Buddhist, or Confucian. If
the target is trying to conceal requires a DC20 they are Buddhists, they will certainly also be
check. In all cases, if the target is unaware (except Buddhist Monks and will follow strictures of
for transmitting a message) or unwilling, the that religion (in the Chinese Mahayana Buddhist
target receives a saving throw vs. magic to avoid style, not the Tantrist style of the Himalayas).
the effect. The effect lasts for as long as the Sufi Taoist sages are unlikely to be Taoist monks
maintains full concentration, during which time unless they have abandoned their vows. And
he can take no strenuous action other than speech Confucians have no monastic tradition, being
or moving up to 5’ per round. more like scholar-magicians.

Note on Assassins: Although Ismaili Nazaris In Chinese culture of the Song period,
have certain mystical teachings similar to some Confucianism was the most valued philosophy
of the Sufi tenets, they are not technically Sufis. of the civil service and the upper classes, though
Therefore, Ismaili assassins do not have Sufi many simultaneously practiced Buddhist or Taoist
powers, and because of their fanatical rules, rites as well. Buddhism was very popular with the
they would not usually be suitable as player middle classes and some of the aristocracy, and
characters. Taoism was the more popular philosophy of the
common man (however, in much of the Silk Road
region, this was Buddhism, either in its Chinese
or Tibetan Tantrist forms).

Some sages will only be experts in lore, students


of knowledge. Some will additionally be trained
in some forms of magic, and a few will train
in certain martial art forms specific to their
religious persuasion.

Note that Sages are not full magicians; Chinese


magicians (Fangshi) could theoretically be played
as Lion & Dragon Magisters, with access to the
following magical techniques: Mudras, Charms, I
Ching, Banishing, Cures, Battle Magic, Glamour,
and True Alchemy.

² Requirements: Int 8+ Wis 8+ (note:


Female characters can only be Taoist Sages)
² Hit points: +1d4hp (modified by CON) at
level 1, +1 per level thereafter
² Combat Bonus: +0
² Saving Throw: +1 vs magic
² Special: Sages are fluent and literate in
Mandarin Chinese, and their native language,
if different. They have a +2 in Theology

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III : Classes & Powers

(Buddhist, Taoist, or Confucian) and +1 in Philosophy, Mathematics, Cartography, History,


Geography, Astronomy, Natural Philosophy (medieval sciences, including biology/zoology), and
Music/poetry.

Confucian and Buddhist sages are additionally skilled in Court (lore and etiquette for interacting with
noble/royals), and Confucian sages are also skilled in Law (Chinese legal system).

CHINESE SAGE BENEFIT TABLE

Roll 1d10 Benefit


1–2 +1d4hp (modified by CON)
3 -1 Saving Throw DC
4 +2 to any skill, or +1 to any two skills
5 +2 to medicine, or +2 apothecary, or fluent in one new language
6 +2 to Occultism, Demonology, or artifact lore (identifying or valuing rare items)
7 +2 to one type of saving throw
9–10 Roll on one new magical technique OR one new Martial Art technique

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So long as the Sage succeeds in his magic check,


MAGICAL he can repeatedly use the technique. However, if
the Sage fails a magic check, he will not be able to
TECHNIQUES use that particular Mudra for the rest of the day
(and until he has meditated again).
MAGICAL TECHNIQUES TABLE Activating any Mudra is a full-round action.
Roll 1d6 Benefit Each time a Sage obtains the Mudra Technique, he
1–2 Mudras may learn one set of three Mudras.
3–4 Charms
5–6 I Ching Protection Mudras
Mudra Against Beasts: this Mudra, with
Note: if the Sage already has all possible levels a DC12, allows the Sage to frighten away any
of the technique he rolled, allow the player to unintelligent animals. If the animal is not a
select from one of the other options. predator or trained by man, it will automatically
flee from the Sage, rushing away in a panic for at
Note: all magic checks for sages work just like least 10 minutes (if it has nowhere to flee, it will
those for Magisters (1d20+INT+level against move away as far as possible and cower in fear).
a difficulty number), and the Sage can attempt If the animal is a predator or has been trained by
any given magical check for as long as he does man (including horses, camels, dogs, falcons, or
not fail the check. If he does fail, he cannot even pet cats), it will only flee if it fails a saving
attempt the same check until the following day. throw versus magic. Still, even if it succeeds, it will
attack any other person before attacking the Sage.
Mudras The Sage can maintain this Mudra for up to ten
Mudras are mystical hand gestures, which, minutes per level.
when properly learned and directed through
Mudra Against the Dead: this Mudra, with
meditation, allow for the creating of magical
a DC15, will protect the Sage from corporeal and
effects. To effectively use Mudras, a sage must
incorporeal undead. So long as he maintains the
engage in at least one hour of meditation each day
Mudra, most undead will be unable to attack or
(either at the start or end of the day).
even touch him. However, any undead with more
Mudras are utilized with a standard magic check HD than the Sage’s level will get a save vs. magic
(1d20+INT+level; against a Difficulty Challenge to ignore the effect. The Sage can maintain the
level). effect for up to ten minutes per level.

While doing any Mudra, the Sage must keep the Mudra Against Demons: this Mudra will
hand position for the full duration of the Mudra, allow the Sage to attempt to dispel any single
and he must maintain concentration. This means Demon back to the infernal realms. The DC of
that in most cases, he cannot move more than this Mudra depends on the HD of the Demon
5’ per round and cannot engage in any other in question, being DC12+HD of the Demon. If
action besides basic speech (unless a specific the Demon has equal or less HD than the Sage’s
Mudra definition specified otherwise). The Sage level, it is automatically dispelled. However, if the
can choose to release the Mudra before the full Demon has more HD than the Sage’s level, the
duration, but will need to make a new magic Demon will get a saving throw vs. magic to resist.
check to reactivate it.
The Mudra does not work against an incorporeal
demon possessing a living being (that requires
the Dispelling Mudra of Exorcism, below). Still, it
works on demons who have disguised themselves
in other forms. The Mudra takes a full-round

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action to perform. If the Mudra fails to dispel a reduces any damage from supernatural heat/fire
powerful demon, but the magic check did not fail, by one point per die of damage. The Mudra can
the Sage can attempt to repeat it against the same be maintained for as long as the Sage maintains
Demon (until he fails a magic check). concentration, up to a number of hours equal to
the Sage’s level.
Dispelling Mudras Stasis Mudra: This very powerful Mudra
Banishing Mudra: the Banishing Mudra allows requires a DC15 check. When holding the Mudra,
protection against magic. On a DC15, the Mudra the Sage must be seated and can not move,
will make the sage immune to any magical effect talk or take any other action. The stasis Mudra
directed specifically at his body/person. On a places the Sage in a state of suspended animation
DC20, the Sage annul any magical effects on through deep meditation. However, if there is a
himself and for 10’ around him. The Mudra can disturbance nearby or someone attempted to talk
be maintained for up to 10 minutes per level. to him, the Sage could make a DC15 perception
check to notice it (he would not be able to notice
Exorcism Mudra: This Mudra, directed at an if someone was moving very silently or sneaking
individual who is possessed by a ghost, spirit, up to him).
Demon, or any other incorporeal entity, will
expel that entity from the possessed. The Mudra If the Sage is physically shaken or otherwise
requires a DC15 check, and will instantly expel moved, he would be automatically aware of it
the entity. If the Mudra is maintained after the and need to make a DC5 wisdom check each
entity is expelled from its victim, the entity must round that he was being moved to remain in the
make a saving throw each round to avoid being Mudra. Likewise, if the Sage is hit by an attack, he
dispelled back to the spirit realm. The Sage can automatically breaks the Mudra.
maintain the Exorcism Mudra for a number of
rounds (after the first) equal to his level. While in the Stasis Mudra, the Sage does not need
to eat or drink. If he rolls a 20 or more on the
Mudra of Fear Resistance: This Mudra will
magic check, he also does not need to breathe. He
make the Sage, and anyone within 30’ of him,
can remain in the Mudra for 1 day per level.
immune to any natural or magical fear. It requires
a DC13 magic check, and the effect makes anyone
within the stated radius immune to magical fear Body Alteration Mudras
effects and makes any NPCs who are allies of the Healing Mudra: This Mudra can be used
Sage immune to morale check effects. The Sage to help greatly enhance the body’s natural
can maintain this Mudra for up to 10 minutes per healing ability. It is a DC13 check to use, and the
level. Mudra heals 1hp of damage per hour. It can be
maintained for 1 hour per level. While holding the
Resistance Mudras Mudra, the Sage must be seated and cannot move.
Mudra Against Cold: This Mudra, requiring Stone Body Mudra: This Mudra strengthens
a DC12 check, allows the Sage to develop an the body against physical harm. It is a DC14 to
internal warmth that makes him immune to all activate, and while holding it makes the body
effects of natural cold. It also reduces any damage incredibly resistant, reducing the damage of any
from supernatural cold by one point per die of blow to the Sage by 5 points per die of damage.
damage. The Mudra can be maintained for as The Mudra can be maintained for up to 1 minute
long as the Sage maintains concentration, up to a per level.
number of hours equal to the Sage’s level.
Weapon Mudra: This very advanced Mudra
Mudra against Heat: This Mudra, requiring is unusual in that it is used in combination
a DC14 check, allows the Sage to develop an with unarmed combat. While using it, the Sage
internal coolness that makes him immune to all cannot speak, but can move at a normal rate and
effects of natural heat, including flames. It also attack opponents! The Mudra requires a DC15

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check to activate and can be held for 1 round per the Sage, or the person would truly wish to be
level. While it is activated, the Sage’s unarmed detected. The vision usually only lasts for a few
attacks do an extra +1 damage, and can harm seconds (one round).
supernatural creatures that are normally immune
to non-magical weapons. Charms
Clarity Mudras Magic Charms are an ancient tradition of Chinese
magic. They are a form of talisman, drawn
Mudra of Awareness: this Mudra requires a on paper or parchment, created by the use of
DC13 check. While it is active, the Sage can move secret symbols and scripts in special calligraphy
at a normal pace, but cannot speak. The Mudra taught in secret schools (they were said to have
enhances the Sage’s natural senses, granting him originated with the School of Yin and Yang over
a +4 bonus to all perception checks. It can be 1,500 years ago).
maintained for up to 1 hour per level.
To create a charm, a sage must have a collection
Mudra of True Seeing: When concentrating of special inks and papers. A set of ink enough
on this Mudra, passing a DC14 check, the Sage to typically construct 5 charms costs 20 dirham,
will be able to detect things affected by magic. and each sheet of paper costs about 16 dirham (so
Within his line of sight, he will see the aura of 22 dirham is the total cost of materials to create
magic around anything that has an active magical 5 charms; of course, the Sage must also have
effect upon them, and around inherently magical a brush).
creatures or objects (though he will not be able
to automatically know the type of magical effect Creating a charm takes about an hour of
or magic it has). The Sage will also be able to uninterrupted work, spent partly in meditation,
see anything that is magically invisible, and partly in incantations to empower the ink
anything that has been concealed or altered by an and paper, and partly in carefully drawing the
illusion (or completely illusory things). He can talisman. The Sage must succeed at a DC15 magic
maintain the effect for as long as he maintains check to empower the charm. A sage cannot
concentration, up to a maximum of ten minutes empower more than one charm per day.
per level.
Unlike more powerful permanent talismans,
Vision Mudra: When engaging in this Mudra, charms are one-use items. A charm is dormant
which does not allow the Sage to move or speak until it is activated by the will of its wielder. The
while it is ongoing, the Sage will be able to obtain person activating the charm must be a magician
a vision in answer to a question. The Mudra (someone trained in some form of magic), and the
requires a DC16 magic check, and the question activation is automatic. However, a non-magician
is answered in the form of a vision of a place could work out how to activate the charm with a
or a person in the present day. The vision will DC15 Occultism check (modified by INT).
not necessarily provide any information about
Each time a sage obtains this benefit, he may learn
distance or automatically identify the location.
the means of making four new charms. If the Sage
For example, if the Sage is seeking a lost artifact,
has the Occultism skill, he may attempt a DC12
the vision might provide an image of a cave on
occultism check to choose a specific charm he has
a mountainside where the artifact is found. Still,
been researching; the Sage can do this a number
the Sage will not automatically know where that
of times equal to 1+INT each time he gains
mountain is located.
this benefit. Any remaining charms are rolled
randomly, the product of serendipitous discovery
If the vision involves a living being, the living
during his studies.
being in question receives a saving throw vs.
magic to prevent themselves from being detected; 1. Augment Mudra: when used before
unless the person in question knows and trusts initiating a Mudra, this charm doubles the
Mudra duration. It must be activated on the

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round before performing the Mudra. The 7. Enchantment Charm: This charm makes
charm can be used by the Sage on himself or the person who activates it, or the person
another person he touches with the charm. they give the charm to, more charismatic. It
2. Business: this charm grants a +2 to a single grants a +1 to all reaction rolls, for one hour
trade roll. The charm can be used by the Sage per level of the Sage who created it.
himself or on another person by having him 8. Flame: This charm, when activated,
carry the charm on his person. The charm immolates in a burst of flame that lasts
must be activated at the beginning of the for one round as soon as the person who
trade transaction. activated lets go of it. The flame is not
3. Curing: this charm helps in recovery from particularly large, but will burn like normal
wounds. It can be used by the Sage on himself fire. It is most often used as a fancy magic
or placed on another person. In either case, trick, but could be used to start a fire, cause a
the charm must be kept on the person’s body distraction, or burn someone if they release
as they sleep, and will grant +2 to natural hit the charm while the other person is in
point recovery after a night of sleep. contact with it.
4. Death vision: this powerful charm, when 9. Harvest: this is a farming charm, perhaps
touched to a corpse, will grant the person not of much use to adventurers but one of the
who activated it a vision of the last few most prized charms for landowners. When
seconds of the deceased person’s life. The activated and buried in a farmer’s field, it will
charm must be activated the round before increase the crop yield by 10-40%, so long as
placing it on the corpse. The charm will cause the charm is not removed before the harvest.
the Sage, who activated it, to observe the The charm’s potency is based on the ability of
last six seconds of life through the deceased the one who created it, improving the harvest
person’s eyes. Any given corpse can only have of an area equal to 750’ radius per level.
this magic used on them once, and the corpse 10. Health: this charm protects the wielder
must have its head intact. In addition, the against illness or aids them in recovering
corpse must not have been dead longer than from it. While held on one’s person, the
one week per level of the Sage who created health charm provides a +2 to all saves vs.
the charm for the charm to have an effect. disease. The charm lasts for one day per level
5. Demon Charm: This charm provides of the Sage who created it.
some protection against attacks by demons 11. Luck: a basic general good luck charm.
and non-undead spirits. When activated, it When this charm is activated, it will provide
provides +4 to AC and saves vs. any attacks the person who activated it, or whoever they
by demons or non-undead spirits. The effect give the charm to, a +1 bonus to a single d20
lasts for 10 minutes per level of the Sage roll. The roll must be made within a number
who created the charm. It can be used on of rounds equal to the level of the person who
one’s own person or on another if the person created the charm.
carries it on their body. 12. Magic Aura: this charm, activated while
6. Diagnosis: this charm provides a power of placed on an object, temporarily infuses it
vision to understand the nature of an illness with basic magical power (chi). An object
or ailment. When the charm is activated by so infused will detect as magical. But this
being placed on whoever is unwell (which magic does not do anything in particular
can be the user or someone else they put the apart from being magical. However, any
charm on), the person who activated the weapon so infused with magic will harm
charm will immediately know if the person creatures immune to non-magical weapons.
is affected by a disease (and will know the The infusion of magic lasts on the object for
identity of the disease) or a poison (and will a number of hours equal to the level of the
know the identity of the poison). This will person who created the charm.
provide the Sage or whoever he explains 13. Moon Eyes: this charm, when activated,
his findings to a +2 bonus to any Medicine grants darkvision to the person who activated
checks for treating the ailment. it with illumination as if under a full moon.

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This effect lasts for one hour per level of the charm’s creator, and it will last for 1 round per
person who created the charm. level of its creator.
14. Paralysis charm: When it is placed on 20. Ward dead: when activated, this charm
a person’s body, they must make a save will force most undead back 10’ from the
vs. magic or find their body paralyzed. charm. Any undead creature with the same
The charm only works for as long as it HD or less than the creator’s level will be
is still on the body of its victim; if it falls automatically kept at bay. Any undead
off, is damaged, or is removed, the person creature of higher HD than the creator’s level
immediately regains mobility. Otherwise, will get a saving throw to resist the effect.
the effect will last for 1 round per level of the

15.
person who created it.
Protection: this is a general protective
I Ching
charm. It grants the wielder +1AC, and +1 to The I Ching (or “yijing”) is a 3,000 year old text
all saving throws when activated. While the written by ancient Chinese sage-magicians, which
charm is on the body of the activator, or the outlines a magical system of cosmology and
person they give it to, the effect will remain, divination that involves a mathematical system.
up to a maximum of 10 minutes per level of It details a model of the universe based on levels
the charm’s creator. of reality that explore the range from what is
16. Reveal possession: when this charm is within to without. From the Taiji, the “force” that
activated, anyone within line of sight of the exists within everything in the universe, emerging
wielder who is under any type of possession into the duality of Yin and Yang, and then to the
by a ghost, Demon, or other spirit will appear eight elements (Earth, Air, Fire and Water: the
to glow to the eyes of the wielder. The effect terrestrial elements; and their Celestial element
lasts for one round per level of the charm’s equivalents of Moon, Sun, World, and Heaven),
creator. which combine in 64 different 6-line “hexagram”
17. Rain charm: to activate the effects of this pairings to express the states of all events in space/
charm, it must be burnt in the open air. time.
When burnt, the charm doubles the normal
The I Ching is easy to use but difficult to master.
chance of a storm (rain or snow) in the area.
I Ching is so important in Chinese culture,
Note that it is up to the GM to determine
philosophy, and religion that it is one of the
how likely a storm would usually be based on
“Five Classics.” In other words, it is one of the
the climate and season (in any desert area,
fundamental books of Chinese learning, which
the likelihood of rain would usually be very
every candidate for government office must study.
slim, typically averaging 4%). If the charm
Most Confucian scholars who study I Cheng
succeeds, and rain does fall, it will do so
treat it only as a philosophical book. Meanwhile,
within 2d12 hours of the charm being burnt.
street-side fortune-tellers use it to perform cheap
Burning more than one charm per day will
divination in any city with a Chinese community
have no additional effect.
(including the lands of the Liao, Xia, and Jing).
18. Sense Magic: When this charm is activated,
But true sages contemplate it not only as a method
for one round, the wielder of the charm will
of divination, but as a guide to magical power.
be able to see a glowing aura around any
magical object, creature, or person with an The I Ching is so venerated that it is the only
active magical effect within their line of sight. text recognized by Confucians, Taoists, and
19. Smoke Charm: when this charm is Chinese Buddhists.
activated, the charm will seem to be
consumed in a cloud of smoke, which will To accurately perform magical I Ching divination
expand in a radius around the charm. The requires using the true ancient method, involving
smoke is not toxic, but is thick and will 50 thin sticks or stalks, traditionally made from
obscure all vision. The radius of the smoke bamboo or yarrow. The ritual to perform I Ching
charm is a maximum of 5’ per level of the divination takes about 30 minutes and does not

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require any other magical tools besides some I CHING DIVINATION TABLE
incense of any kind, the stalks, and the book
(unless the character has memorized the book). # Divination

To perform divination with the I Ching, 1 Abyss/pit: A situation of darkness or


the magician must ask a question; the more grave peril. Or being thwarted by one's
specifically worded this question, the more fear. Or having to tread carefully to avoid
specific the answer will be. Questions should "stepping on the tail of a tiger."
ideally be phrased either in a format generally 2 Base people: Inferior, vile, or ignorant
asking “What should I do about x,” or “should I people. Or acting based on one's own
do x,” or “what will be the result of x.” It can also worse nature. Or being wary of ambitious
be a yes/no type of question. It should not be an opportunists or traitors.
either/or type of question or one that asks about 3 Beasts: Dangerous animals. Or hunting
combined options (for example, “should I do x or being hunted by a dangerous and
or y?”), as these will inevitably produce badly violent foe. Or a hidden enemy lurking
muddled answers. dangerously near. Or an ignorant person
who acts only on base instincts.
In order to become sufficiently effective with
the I Ching to make truly useful divination, the 4 Blame: A failure or setback caused by
magician must study the I Ching text carefully. one's own actions.
This requires several months of serious study (and 5 No Blame: a failure or setback caused by
some trial-and-error in divination practices) to events outside one's control.
get to a level of real competency. The I Ching is 6 Blessing: Good fortune that comes
not only a cosmological and divination text; it is unexpectedly from sources not connected
also a kind of spiritual guidebook to attainment to one's own direct actions.
(which in the text of the I Ching is described as
7 Carriage: a mode of transportation.
the way of the “Sage”).
Or the advancement of one's task. Or the
Performing an I Ching divination ritual is a DC15 obtaining of some kind of authority that
magic check. If the check fails by more than a advances one's ambitions.
margin of 5, the Sage may not realize that the 8 Broken Carriage: a mishap that
divination is inaccurate. halts progress, usually due to improper
preparation or making the wrong plan.
On the other hand, a successful result will provide Or the need to change one's plans when
detailed answers to questions, though couched in already in motion.
the symbolism of the I Ching.
9 Courtship: seeking love or partnership.
To present these, a GM might wish to obtain Or looking to make a union or alliance.
a copy of the I Ching and use quotes directly Sometimes the failure to do the same.
from the oracles therein. Some versions are even 10 Criminals/Rebels: This can mean
available for free online or in apps (the three literal criminals or people opposing your
most classic translations being the Victorian-era intentions or seeking to do you harm.
Legge, the Wilhelm-Baynes translation, or the Rebels can refer to people who have turned
John Blofeld translation). Otherwise, the GM can on you. In some cases, the I Ching advises
use the following basic oracle results for quick that they can be brought back in line; in
reference, which are some of the most common others not.
statements used in I Ching divination.

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# Divination # Divination
11 The River: Frequently, the I Ching 14 Gain/Success/Pushing: In the I Ching,
advises "Cross the River" or "Cross the "gain" means advancing your goals, and
Great River." This can mean taking a literal success means achieving some part of your
journey, short or long, to someplace that goal. These can be "gentle gain/success" or
furthers your interests. It can also mean "great gain/success," which measures how
taking a decisive step, much like "Crossing extensive the success or gain will be. In a
the Rubicon" in western speech. "Do not similar context, the term "Pushing" means
cross the (great) river" means to stop with moving forward in your efforts. "Right
what you are planning or where you were pushing brings gain" is a very common
planning to go because it will not go your oracle signifying that moving forward with
way. your goals in the right way will bring gain
12 Dragons: Dragons are seen in the I Ching from your efforts.
as a force of great supernatural power. 15 Goal: The I Ching advises directly
But it is also a metaphor for one's will. sometimes as to whether or not one should
When the I Ching talks about a "hidden try to have a goal at this time. "It is good
dragon," it means that it is not yet time for to have a goal" or "no goal is favorable." It
great change to begin; when it talks about suggests whether moving on with a plan
the Dragon in the sky (which in tradition can get you to a good result or if there's no
was said to cause a storm), it means that plan that will be more fruitful.
great change is now in action. When it 16 Good/Bad Luck: The terms “good luck”
talks about clashing dragons, a conflict is and “bad luck” are the most common terms
inevitable because two great forces of will in I Ching oracles. They suggest generally
are bound to confront each other with auspicious or inauspicious results. If the
opposing goals. PC's question is such that the GM can only
13 Foreigners/outsiders/barbarians: think of the broadest of possible answers,
these terms in the I Ching, of foreigners/ this would be the way to put it. A result of
barbarians or foreign/barbarian lands, “bad luck” is often tied to the “blame” or
can refer to literal foreigners, but it also “no blame” results, suggesting whether the
represents people outside your established bad luck is due to the person's own fault or
social circle. "Barbarians" can suggest through no fault of their own.
people who are not familiar with your 17 Hunter/Prey: these words are found
ways. "Going to foreign land" can refer in various oracles that symbolize either a
to literal travel or to having to move royal hunt or a military campaign. Thus,
outside your usual circles to find what you they can literally signify hunter and prey,
seek. Sometimes the I Ching will suggest but can also represent a 'hunter' who
whether an attempt to do this will succeed focuses his will to seek out a particular
or fail. Sometimes it says you will have to result. Some oracle results will suggest
make war, at other times to find alliances, things like "the prey is lost," usually
in foreign lands. because the hunter did not look in the
right place or failed to focus or act quickly
enough, or things like "the hunter kills
three birds with one shot," suggesting that
careful focus and action at this time can
bring greater result than expected.

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# Divination # Divination
18 Law: the I Ching often talks about the law, 21 Official/Public Office: Having been
in the context of natural law, the "Law of created originally for the Royal Court of
Heaven," or the "Law of the kings of old." the ancient Zhou dynasty, the I Ching often
Some oracles also say that now is a good or talks about officials. These mean people
bad time for legal proceedings. The "Law of in authority, sometimes understood as
Heaven" refers to the rules of reality, which underlings to the King (a bigger boss).
one must align oneself to for success, and Officials in oracles might get rewarded
which moving against will always cause or punished and might be corrupt or
failure. The "laws of the kings of old" are virtuous. The virtuous ones are sometimes
always made in the context of the model of rewarded or punished for their virtue, and
being just, generous, and virtuous toward sometimes advised to keep their heads
people, in who you promote or dismiss, down. The I Ching also often speaks of
reward or punish. "Public Office," which can mean literal
19 King/Prince: This can mean a literal position/rank, but it can also be about how
ruler or boss, but can also refer to one's visible you make your activity or how you
own higher self. You are often told to behave in public contexts. In the oracles, a
align yourself to the King's will. There is public office can be gained or lost, or it may
also often reference to the "Prince" or the be time to seek it out or retire from it.
son of the King. This figure is sometimes 22 Ox: the Ox is a symbol of strength and
someone you can either gain or lose favor prosperity. Gaining or losing an Ox refers
with. Sometimes it is the protagonist of to gaining or losing prosperity. Having
an oracle, being either virtuous or foolish, or needing something "made of ox-hide"
or trying (successfully or not) to gain the means something very strong.
regard of the King. 23 Sacrifice: In the I Ching, sacrifice refers
# Divination literally to the performing of proper rites
and rituals. Obviously, this can suggest
20 Marriage: can refer to literal marriage to a magician that the answer is found in
or love or romantic partnership, but performing a magical operation. However,
can also symbolize a partnership. It can it can also represent going through the
also symbolize a spiritual union within proper procedures or following the proper
yourself or to another person. In esoteric etiquette. Sacrifice in ancient China also
contexts, it can refer to initiations, taking suggested considerable expense and
oaths, spiritual union, or other forms of offerings, which can symbolize giving up
commitment. something of importance. "Blood sacrifice"
means a particularly grave sacrifice must
be made to avoid disaster.
24 See the Great Man: This is a common
oracle in the I Ching, suggesting to find
help from someone who has either great
power, knowledge, or experience. Someone
will have important resources or advice
that will be essential to achieving your goal.

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suggest the GM pick the oracle that best reflects


# Divination the actual answer to the PC’s question. But if he
25 Shame: The I Ching sometimes suggests wants to roll randomly, I would suggest rolling
something will be a Shame or "Shameful." with a D30, with a result of 28-30 being a result
This is a humiliation, usually due to of either just “good luck” or “bad luck.”
acting in a way that publicly exposes you.
However, there are times when I Ching The FIRST time a sage obtains this technique, he
advises that "shame" is a worthwhile cost gains the ability to perform effective divination
to pay for doing something right or for with the I Ching.
seeking out a goal.
The SECOND time a sage obtains this technique,
26 Virtue: The I Ching often refers to Virtue, he will improve his understanding of the I Ching
a shorthand for the core (Confucian) to the point that he can intuitively understand
values of Union, Discipline, Justness, and the conditions of the situation as it relates to the
Truth. In I Ching's wisdom-teaching, oracle. Instead of doing a ritual, the Sage could
Virtue is seen as the source of real magical attempt an I Ching divination without any tools
power, and advice to act on one's Virtue simply by engaging in meditation for 10+1d20
must often be understood as meaning that minutes followed by a DC20 magic check.
spiritual cultivation will be key to success.
27 Women: The I Ching was a product of a They will also be able to use I Ching-based
society with strictly defined gender roles. Astrology to predict dates and determine
Yin and Yang, the receptive and creative auspicious/inauspicious moments to take action.
forces, correspond to women and men, This requires that the Sage engages in complex
respectively. Some lines of the I Ching calculations based on the date and time of the
make particular reference to different chosen moment, taking about 30 minutes, and
results based on gender, like "good luck, a DC15 magic check. The result will govern and
for women" or "shameful, for men." affect all actions taken by the subjects (everyone
These sometimes need to be interpreted engaging in the same activity) for one specific
in the context of those gender roles: so task, for two hours (for example, if the Sage wants
for example, many of the issues that gave to determine if a battle started at a certain hour
oracles that talked about good (or bad) will be auspicious or inauspicious). Once again,
luck for women revolved around the home, if the check fails by more than 5, the Sage may
stable or unstable relationships, or social incorrectly believe the calculations are accurate.
contacts, and sometimes the accurate
If the check succeeds, the dominant elements of
interpretation of this oracle would not
the moment are determined randomly by the GM
really depend on gender but on whether
and compared in the following table. This table
the circumstances described would apply
will generate a bonus or penalty for all actions
to the diviner. For example, an oracle
related to a task or event the Sage is inquiring
might say, "the suitor must leave to foreign
about for the period of two hours. Roll two d8
lands and will not return for three years,
below and cross-reference on the “I Ching Action
bad luck for women," where the bad luck
Modifier Table” on page 79.
refers to the instability of not being able to
complete the process of courtship because For example: in the check to determine whether
of the separation. a battle will be auspicious or inauspicious for a
certain side on a certain date between the hours
Note: It is generally recommended that the of 9am-11am, the resulting rolls are 8 and 6;
GM not determine an oracle randomly unless this means the situation is governed by Moon
he truly has no idea what the answer to the and Heaven, with the resulting check generating
question would be, in which case he could an inauspicious -1 penalty to all combat for the
try to roll randomly and choose a way to fit side during the battle!
the oracle to the situation. Generally, I would

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I CHING ACTION MODIFIER TABLE

Roll 1 2 3 4 5 6 7 8
1d8 (fire) (air) (sun) (earth) (world) (heaven) (water) (moon)
1 (fire) +2 +2 -1 0 0 -2 -2 +1
2 (air) +2 +2 -1 0 0 -2 -2 +1
3 (sun) +1 +1 +2 -1 -1 0 0 -2
4 (earth) -2 -2 +1 +2 +2 -1 -1 0
5 (world) -2 -2 +1 +2 +2 -1 -1 0
6 (heaven) 0 0 -2 +1 +1 +2 +2 -1
7 (water) 0 0 -2 +1 +1 +2 +2 -1
8 (moon) 0 0 -2 +1 +1 +2 +2 -1

For any given situation, if the Sage has already in sequence. At every given moment, conditions
made one successful calculation and does not feel either stay the same or change, and people are
it is sufficiently favorable, he can make a further presented with countless small choices which
calculation, taking another 15 minutes and a affect their course. The present is the product, all
DC10 check, to determine whether the adjacent the weight of all those changes and choices. The
period of 2 hours before or 2 hours later will be present is also full of all kinds of incipient choices
auspicious or inauspicious for the exact same task. and changes that have the potential to happen.
If he succeeds at this second test, roll randomly When in the present someone makes a choice,
to determine whether the modifier moves on or a change starts or stops, a large number of
the vertical or horizontal axis. The result one potential changes become impossible, and other
space back on that axis will determine the earlier potential changes are generated.
period, and one space forward will determine the
later axis. Someone who has become a true adept of the I
Ching can, with about 10 minutes of meditation,
For example: concerning the aforementioned get a glimpse of either the past or the likely
battle, the Sage wishes to see if the battle will potential future, their awareness tapping into the
be more auspicious either two hours earlier or flow of that river of time. With a DC20 magic
later. His check succeeds, and the GM randomly check, the Sage can look into the past of their
determines (50/50 chance) that the horizontal environment and get a vision of the events that led
axis is the mobile element in that period, to the situation to come to pass.
meaning that while the battle at 9-11am would
generate a -1 penalty, holding the battle between For example, when looking at a corpse in an
7-9am (Water and Water) would auspiciously alley, a successful check could allow the Sage
generate a +2 bonus, while holding the battle to determine that the dead man entered the
between 11am-1pm (Water and Fire) would be alley from the north, paused there to relieve his
neutral and generate no bonus or penalty. bladder, was stabbed and robbed by two men who
had entered quickly from the south; leaving him
Once more, if this second magic check fails by to bleed to death. The Sage might determine that
more than 5, the Sage will mistakenly believe the dead man was a merchant, and the killers were
the opposite axis is the mobile one, leading him local, etc.
to predict a bonus or penalty that is likely to
be inaccurate. It is up to the GM to determine just how much
information a given vision provides. Still, the
The THIRD time the Sage takes this technique, vision should provide details and clues that
he will gain the ability to see through time. The regular non-magical investigation would not be
I Ching teaches that time is actually a series of able to determine.
interconnected small Change-events occurring

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Similarly, with a DC20 check, the Sage can


perceive the course of future events; however,
unlike the past, the future is not set in stone. On
MARTIAL ART
a successful check, the Sage should be able to
determine the most likely course of events from
TECHNIQUES

E
the present moment, as decided by the GM.
very time the Sage obtains a Martial Art
These visions can’t be speculative; they must Technique benefit, they gain an extra
always start from what the Sage is observing +1 hit point, and they will gain one
in their surroundings or themselves at the benefit from their particular Martial
present time. Art. The style that they use will depend on their
philosophy.
If in either type of check the Sage succeeds by
a large margin or gets a natural 20, the GM Confucians obtain benefits from the Bagua style,
should provide them with some particularly which is an arcane martial art founded by the
significant clue or hint about the past or School of Yin and Yang of internal cultivation,
future that would normally be impossible to based on the Bagua elements of the I Ching.
ascertain non-magically.
Taoists benefit from the Taiji style, a mystical
The visions are increasingly muddled or martial art of reflecting nature, created by Taoist
inaccurate the further back or forward in time; monks and based on tapping into the Tao.
any attempt to look back to the past more than 1
Buddhists obtain benefits from the Shaolin style,
day/level, or to look into the future more than 2
which is a Buddhist martial art founded by the
hours/level, will be unable to provide anything of
great Buddhist master Bodhidharma, and focused
use (unless the GM really wants it to!).
on strict physical self-discipline and asceticism.
The FOURTH time the Sage takes this technique,
Each martial art will grant a fixed set of bonuses
he becomes a full master of the I Ching. In
each time the Sage takes the martial arts benefit.
addition to all the previous abilities, he gains the
power to see all the immediate incipiencies of Again, each time a set is taken, the Sage
time with clarity in himself and his surroundings. gains +1hp.
By concentrating for a full round and succeeding Note: all bonuses granted to AC by any of these
in a DC20 magic check, the character can enter styles are negated if the character is wearing
into a temporary state of heightened awareness of armor other than padded (or padded jack).
time. For a number of rounds equal to his level,
the Sage will be able to anticipate events with a As with multiple regular attacks, any extra attacks
split-second margin, granting him the benefit of granted by the combat style can only be used as a
rolling any D20 checks twice and taking the full-round action, with no movement more
higher result of the two rolls. than a 5’ step.

If the Sage rolls a natural 20, his


altered state lasts for double
his level in rounds.

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Bagua Style Shaolin Style


First Set: First Set:
² focused on highly defensive measures, Bagua ² With its focus on physical discipline, Shaolin
grants the Sage a +2 to AC against all attacks grants the Sage an additional +1d4hp
that the Sage is aware of. ² Unarmed attacks do 1d4 damage and count
² +2 to all unarmed damage as blunt weapons for the purpose of a critical
hit.
Second Set: ² +1 to AC
² The Sage’s unarmed strike is rolled on a d4 ² +1 to all DEX-based checks and saving
and counts as a piercing weapon for the throws related to acrobatics or quick reflexes.
purpose of critical hits.
² +2 to unarmed attacks. Second Set:
² +1 to AC. ² +1d4 extra hit points
² A second attack per round when attacking
Third set: unarmed.
² A second attack per round when attacking ² +1 to damage with unarmed attacks.
unarmed. ² +1 to hit with unarmed attacks
² +1 to unarmed damage.
² +1 to AC. Third Set:
² +1d4 extra hit points
Fourth Set: ² +2 to acrobatic DEX-based rolls for jumping,
² With its focus on a circular twisting style leaping, and climbing
of movement, the Bagua master can now ² The Shaolin adept can now make a dex-based
maneuver into or out of melee or move acrobatics roll to leap around, through, over,
through opponents as a movement action, or into opponents. This is a movement action,
allowing him to move up to 10’ without and the check is DC10, failure meaning that
triggering a free attack. he triggers a free attack. Success means he
² +1 to unarmed damage. can move up to 15’ and not trigger any free
² Can perform parrying actions unarmed, with attacks.
a blocking value of 1d4
Fourth Set:
Fifth Set ² +2 to DEX based checks and saving throws
² A third attack per round when attacking related to acrobatics or quick reflexes
unarmed. ² A third attack per round when attacking
² +1 to unarmed attacks unarmed
² +1 to unarmed damage ² +1 to damage with unarmed attacks

Fifth Set:
² +1 to base combat bonus
² +1 to damage (to all attacks)
² +1 to AC

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Taiji Style
First Set:
² Can perform unarmed parry actions, with +1
to parrying, and a blocking value of 1d4
² +2 to DEX-based reflex saves
² +1 to AC

Second Set:
² +1 to AC
² Unarmed attacks do 1d4 and count as blunt
weapons for the purpose of critical hits
² +1 to hit unarmed

Third set:
² A second attack per round when attacking
unarmed
² +1 to hit unarmed
² +1 to AC

Fourth Set:
² +1 to AC
² +1 to parry, can parry, can add his level to
blocking rolls as if he was a fighter or cleric
² Can do a single unarmed attack as a full-
round action; if he hits, in addition to the
standard damage, the target must make a
saving throw modified by DEX to avoid
falling prone to the ground

Fifth Set:
² A third attack per round when attacking
unarmed
² +2 to damage unarmed

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IV : Bestiary & Foes

MONSTERS, ANIMALS, AND


OPPONENTS
ALEYA ANT, GIANT
# Appearing: 1d100
Initiative: +1
Armor Class: 17
Movement: 45 feet
Hit Dice: 2d10
Save: 16
Size: Large
Alignment: Neutral
Morale: 8
Attacks: 1, +3 to hit
Aleya are the spirits of the dead who died alone Damage: 1d6 (+ poison)
and unloved in wild places, and were not given Special: 10% of all giant ants encountered are
funerary rites. They suffered terrible deaths and poisonous (save vs. poison or suffer an extra 3d6
were full of desire to cling to life; as such, they damage). The number appearing indicates the
have reincarnated as incorporeal phantoms that number encountered in or around a giant ant
feed on the life energy of the living. They are mound. It is possible to encounter individuals
usually only found in wild, lonely places. They or smaller groups of giant ants within a few
appear as flickering pale lights and only appear miles radius around the mound. The Ant
at night. mound is ruled by a queen who is a 4HD
creature but is not herself capable of combat;
# Appearing: 1 if she is slain, the remaining ants will become
Initiative: +0 erratic and then abandon their lair.
Armor Class: 22
Movement: 50 feet flying
Hit Dice: 9d6
Save: 12
Size: Small
Alignment: Chaos
Morale: 12
Attacks: 1, +6 to hit
Damage: 2d8 (touch)
Special: Aleya are living dead for the purposes
of spell effects. They are immune to all
non-magical weapons.

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APE, DIRE AZDAHA


# Appearing: 2d4 Another terrible creature found in the mountains
north of Persia along the silk road, the Azdaha,
Initiative: +0 is a giant (30ft long) creature that appears similar
Armor Class: 14 to a snake, but with wings, fierce red glowing
Movement: 30 feet eyes, and an extra-wide mouth. It is ferocious and
Hit Dice: 5d10 highly aggressive.

Save: 14
Size: Large
Alignment: Neutral
Morale: 7
Attacks: 3, +4 to hit
Damage: 1d6/1d6/1d8 (fist/fist/bite)
Special: none. These Apes are of animal
intelligence, though relatively clever. They tend
to be hostile and protective of their territory
against all other types of humanoids. # Appearing: 1
Initiative: +0
Armor Class: 14
Movement: 25 feet / fly 80ft
Hit Dice: 15d8
Save: 8
Size: Large
Alignment: Neutral
Morale: 10
Attacks: 1, +10 to hit
Damage: 1d12
Special: If one buries the head of an Azdaha
in soil, that area will become more fertile and
abundant. The scales of the Azdaha are useful
in creating an apothecary potion that would
cure heartbreak and the effects of love magic.
Finally, eating the heart of the Azdaha will make
the person who eats it immune to the magical
effects of fear for an entire year.

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IV : Bestiary & Foes

BHUTA
Special: Bhutas count as the living dead for
the purposes of all magical or power effects.
Bhutas are semi-incorporeal and can easily pass
These are incorporeal ghosts, spirits of the dead, through solid objects (walls, doors, etc.) but
so attached to something from their life that can still touch or manipulate matter as they like
they reincarnated as a spirit. However, they are and can still be physically struck by magical
but a hollow imitation of who they were in their or steel weapons. Bhutas are immune to most
previous human incarnation. Bhutas generally non-magical weapons, except steel weapons,
appear as incorporeal versions of who they were which will harm them for one-half their usual
in life. Bhutas can appear male or female, old damage. Any living being who even sees a Bhuta
or young. They feed upon the life-energies of must make a saving throw versus magic or will
the living. instantly age 10 years. Additionally, they must
turn and flee at full speed for 2d6x10 minutes.
# Appearing: 1
Any lawful aligned character who is a Cleric,
Initiative: +0 Sufi, or especially religiously devout gets a +4
Armor Class: 20 to this saving throw, and clerics or Sufis of 8th
Movement: 25 feet level or higher are immune to this effect. A
Bhuta who hits with an attack can either age
Hit Dice: 10d6
the victim 1d4x10 years or attempt to possess
Save: 10 the character’s body. To possess the body, the
Size: Medium intended victim must fail a saving throw versus
Alignment: Chaotic magic (with a +1 bonus for every character level
higher than 10th).
Morale: 12
Attacks: 1, +7 to hit If the Bhuta possesses a character, he can act
Damage: Special, aging, or possession freely within the character’s body and retain any
(see below) of the character’s special abilities. The Bhuta
can continue to possess the character for as
long as he wishes, but the character is entitled
to make a new saving throw once a day. If the
possessed character’s body is slain, the Bhuta is
unharmed but immediately emerges from the
body.

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BIYABAN
The Biyaban is an evil hyena-spirit
that can shape-shift from hyena to
human form. It is found in any of
the desert areas of the Silk Road.
Europeans who see or hear of one
may think it a kind of lycanthrope,
but this is not true; a Biyaban
was never human. Instead, it is a
demonic sort of creature which
hunts men. Its most common form
of attack is to take human form,
which is always the form of its last
victim. Then it will try to lead a
single person to its lair or some
convenient spot through trickery.

There it will transform to its hyena


form and murder the person. If it
eats the flesh of its victim, it will
# Appearing: 1d6
now take that person’s form and will know some
of their memories and be able to mimic some of Initiative: +1
their mannerisms (but someone who knew the Armor Class: 16
victim well would, if they spent a while with the Movement: 30 feet
biyaban, will feel that something is off or wrong
with the person). Hit Dice: 6d6
Save: 14
Biyabans prefer to keep their lair in lonely spots, Size: Medium
abandoned buildings, or settlements not too far
from areas of human habitation to allow them to Alignment: Chaotic
hunt. They will keep the possessions of whoever Morale: 8
they murdered as trophies, so some Biyaban’s lairs Attacks: hyena: 1 bite +7 to hit,
may have an odd mix of treasure. human: by weapon +7 to hit
Damage: hyena: 2d6+2,
human: by weapon, +2 damage
Special: the Biyaban can change form once per
round from human to hyena at will as a free
action. Its human form will always look like and
retain some of the memories and mannerisms
of the last victim whose flesh it tasted.

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IV : Bestiary & Foes

BONNACON
# Appearing: Usually 2d10, of which only
1d4 are bulls
Initiative: +0
Armor Class: 13
Movement: 30 feet
Hit Dice: 3d8 (“king” bulls have 4d8)
Save: 14
Size: Large
Alignment: Neutral
Morale: 5
Attacks: 1, +3 to hit or
Projectile Defecation
The Bonnacon is a wild hairy animal mostly Damage: 1d4 headbutt or 1d6
similar to cow or bull (but taller and yet thinner burning stool
than a normal cow or bull; they weigh about Special: In the event of spotting humans from a
600lbs), though covered with a great amount of distance, the female and infant Bonnacons will
hairy fur, and with a head that is somewhat more move away; the males will move with them 65%
sheep-like in appearance than that of a cow. It also of the time, only turning to face the intruders
has horns that curve backward like a ram’s, which if the humans try to get closer. But 35% of the
are adequate enough for butting but not goring time the largest (“king”) Bonnacon will come
(as they are blunted at the end and the curve is charging toward the humans aggressively to
too extreme). attack (only to flee if it loses a morale check). If
humans have gotten within 50’ of Bonnacons
They are extremely cowardly, but it is precisely without being spotted then all the males
when they get scared that they become dangerous will attack. Only Bonnacon bulls will ever
through a most unusual weapon! Their curved attack, and only they are capable of projectile-
horns are not extremely dangerous, but when defecation. The Bonnacon will only launch
they run, to save themselves from predators they projectile defection when it is fleeing in combat,
launch a mighty stream of excrement that burns which it will automatically do if it fails its
like it was napalm. The stool of a Bonnacon can be Morale check. It will launch its stool as it runs
of use to alchemists, as it burns like fire but does away, in a spray over an area up to 300’ away
not emanate flames. in a line about 10’ wide. Anyone in the range
must make a Saving Throw (modified by DEX)
A Bonnacon is one of two terrible creatures (the
or take 1d6 damage, but the stool continues to
other being a sea serpent) that must be made to
burn for 1d6 damage per round thereafter; only
unnaturally mate in order to create a terrible and
stripping or wiping off the stool will stop the
powerful monster known as a Tarrasque; though
burn, and this requires at least two full rounds
it is likely this can only be done through the
to do.
assistance of witchcraft of some kind, and only for
destructive purposes since a Tarrasque can’t even
be controlled by its creator.

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CAMEL FISH; GIANT RIVER


FISH

# Appearing: variable
Initiative: +0
Found only rarely, in large freshwater rivers.
Armor Class: 13
Movement: 35 feet # Appearing: 1d4
Hit Dice: 3d8 Initiative: +2
Save: 16 Armor Class: 6
Size: Large Movement: 30 feet, swimming
Alignment: Neutral Hit Dice: 4d8
Morale: 7 Save: 14
Attacks: 1 bite, +2 to hit Size: Large
Damage: 1d4 Alignment: Neutral
Special: Camels are equal to horses as the Morale: 7
everyday riding and pack animals of the silk
Attacks: 1, +3 to hit
road. They can carry heavy loads and resist
thirst vastly better than horses, though they are Damage: 2d6
often more ill-tempered. Special: none
Camels have a special spitting attack they will
use if startled or annoyed; it has a range of up to
10’, a +3 to hit, and while it does no damage, the
victim must make a DEX-based saving throw or
be blinded for 1d4 rounds.

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GARUDA
The Garuda is a special kind of supernatural giant eagle
of 15-20 foot wingspan found mainly in the mountains
of Tibet and northern India. It is semi-intelligent and
Lawful in alignment. Garudas are fierce animals in nature
but will not harm anyone who is devoutly religious unless
first attacked. It may even let high-level holy men/women
ride it.

A gargantuan version (Garuda, Large) of the normal


Garuda (Garuda, Small), has a 60’ wingspan.

Garuda, Small Garuda, Large


# Appearing: 1d2 1d2
Initiative: +1 +0
Armor Class: 15 16
Movement: 75 feet flying 75 feet flying
Hit Dice: 5d10 18d12
Save: 14 6
Size: Large Large
Alignment: Lawful Lawful
Morale: 8 9
Attacks: 3, +4 to hit 3, +11 to hit
Damage: 2d6/2d6/3d6 3d6/3d6/4d6
(talon/talon/beak) (talon/talon/beak)
Special: A Garuda that is swooping at an opponent can only attack with both talons (2d6 damage each
for Garuda, Small and 3d6 each for Garuda, Large). If both Talons hit the target, it can attempt to lift
its target with it, as long as the target is small or medium in size (Garuda, Large can lift large targets)
and not somehow attached to the ground.
Anyone wishing to avoid being lifted in such a way by a Garuda must make a saving throw modified
by their dexterity. A victim being lifted into the air can continue to attack the Garuda, and the Garuda
can only strike at it with its beak attack. However, it can also choose to let go of the victim, in which
case he must make another saving throw if he wishes to try to grab onto some part of the Garuda.
Otherwise, the victim plummets to the ground from whatever height the Garuda had achieved.

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HAL
Special: The Hal’s touch causes damage to
mortal beings and requires a saving throw
versus paralysis, or the victim will become
Alternately called paralyzed, unable to move or take any action for
“Qal” by the Mongols, 2d12 hours.
this creature, said
to be a kind of The Hal is not bold and uses subterfuge to get
demon, is not usually to its victims; it has a +6 sneak bonus. The Hal’s
very dangerous to power is such that it can reach into a woman’s
merchants or travelers but is a great source of fear body and take out her vital organs. The victim
to the ordinary people who live anywhere in the will immediately fall into a coma but will only
silk road from the east of Rayy. die if the Hal reaches the nearest river and runs
across it back to the underworld. She cannot
A Hal is a monster that causes a mother’s death reach into the body of anyone else in the same
right after childbirth and steals their children. She way.
looks like an old crone, either very thin or quite
fat. She is dirty and disheveled like a beggar. She Hals do not crave battle and will usually attack
carries with her a bag or a basket. Her eyes are only to disable anyone trying to stop her. They
bloodshot, and someone who observes one from will flee as best they can to the nearest river. If
close-by would realize she has a fake nose made they reach it, any baby they take is lost forever,
of clay. and any woman whose organs were stolen will
die. The baby can be rescued if the Hal is slain,
She will seek out a woman and child within the but the mother will die. The mother can only be
first 48 hours after childbirth. She will sneak saved if the Hal is captured alive and agrees to
into their presence while they are unattended restore the woman’s organs. The Hal will usually
(sometimes generating a distraction to cause the only do this if she is guaranteed that her life will
lack of attention to the mother and child) and will be spared in exchange.
then steal the baby, as well as the woman’s lungs,

HATIF
liver, or heart. Then she will quickly flee to the
nearest river and cross it back to the underworld.

# Appearing: 1 The Hatif are wind spirits of the desert. They are
Initiative: +0 totally intangible and usually harmless. They
have no physical form except as wind, so most
Armor Class: 17
people who encounter them don’t even know they
Movement: 30 feet are there.
Hit Dice: 9d6
However, there are two circumstances in which
Save: 12
Hatif may affect humans.
Size: Medium
Alignment: Chaotic First, if someone kills another person in a sacred
space of the desert (this includes most oases, but
Morale: 7 also other holy spots), and a Hatif is present, it
Attacks: 1, +10 to hit may decide to punish the killer by driving them
Damage: 1d4+paralysis insane. While the presence of some sacred spaces
is obvious to humans, others may have no visible
trace. The Hatif will follow the killer, whispering
into his ear, sometimes sounding like the voice of
the person he slew, not allowing him any rest.

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Anyone so affected by a Hatif will need to make


a saving throw every day of his haunting; the first
time he fails, he’ll have a -1 to all his D20 checks.
HORSE
The second time he fails, he’ll have a -4. The third
time, he’ll lose his mind, becoming a rambling, draft/common
incoherent mess. The effect can sometimes be
stopped if the killer makes adequate restitution or # Appearing: variable
penance before going totally mad. Whether this Initiative: +0
would work or not depends on what the killer Armor Class: 13
does to make amends and the GM’s judgment.
Movement: 30 feet
The effect can also be mitigated, for a time,
with magic that cures insanity, banishing magic Hit Dice: 3d8
or miracles. Save: 16
The fact that Hatif will often be found in Oases Size: large
forms part of the tribal taboos against violence at Alignment: Neutral
the site of the oasis, even against sworn enemies. Morale: 7
The second way that someone might experience Attacks: 1, +2 to hit
the Hatif is by the magic of the desert tribesmen. Damage: 1d6
Some of the nomads who live in the great deserts Special: none
of the silk road know how to ‘speak’ through
the Hatif, invoking them and sending messages
through them to anyone else who is anywhere Riding
in the desert. For this minor magic to work, the
technique must be taught by someone who knows # Appearing: variable (wild horses: 5d6)
it, and the tribesmen don’t tend to share this Initiative: +1
secret with outsiders. It would require some great Armor Class: 13
service and enormous trust/friendship to reveal it
Movement: 60 feet
to anyone, not of the tribe.
Hit Dice: 2d8
The person sending the message calls on the Save: 16
Hatif with an ancient invocation and must make
Size: large
a roll of 1d20+CHA (magicians or holy men can
add their level) against a DC12. If they succeed, Alignment: Neutral
the tribesman can whisper a message (of about Morale: 7
one sentence) to the Hatif, who will then fly to Attacks: 2, +2 to hit
whomever the speaker names. So long as the
target is somewhere in the same desert, the Hatif Damage: 1d4/1d4
will reach the target (DM determines when based Special: none
on distance), and the target will hear the
Hatif speak in his ear in the voice of the
person who sent the message.

Hatif have no statistics, but for the


purpose of being affected by magic, they
count as 4HD creatures.

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Warhorse Pony
# Appearing: variable # Appearing: variable
Initiative: +0 Initiative: +0
Armor Class: 13 Armor Class: 13
Movement: 40 feet Movement: 30 feet
Hit Dice: 3d8 Hit Dice: 1d8
Save: 16 Save: 16
Size: large Size: large
Alignment: Neutral Alignment: Neutral
Morale: 8 Morale: 7
Attacks: 2, +2 to hit Attacks: 1, +1 to hit
Damage: 1d8/1d8 Damage: 1d3
Special: none Special: none

Mule/donkey HUMA BIRD


# Appearing: variable
The Huma bird is a most rare and magical bird
Initiative: +0
that is sometimes seen in the area of the Khorasan
Armor Class: 13 Road. This Faerie bird flies all its life, never
Movement: 30 feet touching the ground. In fact, if it is ever forced
Hit Dice: 2d8 to land, it will die. It appears as a large bird with
bright green plumage that shines in the sunlight.
Save: 16
It is usually seen only from exceptionally far away
Size: large in the sky. There is a 5% chance it will fly at a
Alignment: Neutral lower altitude when spotted, casting its shadow
Morale: 7 over a random person in the party. To do this,
the bird will descend to about 500’ and circle the
Attacks: 1, +2 to hit party for 1d4 rounds before its shadow falls over
Damage: 1d3 its chosen person.
Special: none
Having the Huma’s shadow cast over you is, in
fact, a tremendous blessing. A character so blessed
will have a boon for the next 40 days. Any d20 roll
will be rolled twice during this time, keeping the
best result.

However, if someone should, for whatever reason,


kill the delicate Huma bird, they will instead be
cursed. Whoever struck the killing blow (or the
action that caused the Huma to fall to the earth
and die) will be cursed to drop dead precisely 40
days after the event. Nothing aside from a miracle
of God will be able to prevent this.

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HUMANS
Bandits, typical
# Appearing: variable, usually 2d10, bandit
camp: 2d100
Initiative: +0
Armor Class: typically 15
Movement: 30 feet
Hit Dice: 1d6
Save: 16
Size: medium
Alignment: Neutral or Chaotic
# Appearing: 1 Morale: 7, 8 with a leader
Initiative: +0 Attacks: 1, +2 to hit
Armor Class: 12 Damage: by weapon
Movement: 120 feet, flying Special: any group of 20 or more bandits will be
Hit Dice: 1d8 led by a fighter boss of levels 1-4. A large camp
of 100 or more will be led by a bandit chief, a
Save: 16
fighter of level 2d4, with a lieutenant of level
Size: medium 1d4+2, and six 2nd level sergeants. Any group
Alignment: Neutral of 50 or more bandits may include (50% chance)
Morale: 1 a chaotic magister of level 1d4+1.
Attacks: none
Damage: none
Special: none

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Ismaili Assassin, Typical Tribal raiders, typical


This template includes any barbarian groups
or tribesmen.

# Appearing: variable, typically 1d10,


tribe 1d10x10
Initiative: +0
Armor Class: 12 or 13
Movement: 30 feet
Hit Dice: 2d6
Save: 16
Size: medium
Alignment: Neutral
Morale: 7, 8 with chief
Attacks: 1, +3 to hit
Damage: by weapon
Special: if 10 or more are encountered, one will
be a level 2 fighter. If a whole tribe of 50 or more
# Appearing: Variable; usually 1, but can be are encountered, they will be led by a chief of
1d4, 1d6 or 2d10 level 1d4+1 and will also have two champions
Initiative: +1 of level 1d4+2. There is also a 20% chance of
Armor Class: varies by armor, typically 14 a level 1d4+1 magister/shaman being present.
An equal number of female barbarians will be
Movement: 30 feet
present, and half as many children as well; these
Hit Dice: 3d6 – 6d6 will not fight but attempt to flee while their
Save: 4 menfolk fight. Their camp may also include
Size: medium captives or slaves.
Alignment: Lawful
Morale: 11
Attacks: 1, +3 to hit
Damage: by weapon
Special: Assassins are trained to disguise
themselves, taking on not only the appearance
but the manners of their chosen secret identity.
They will usually try to keep their true nature a
well-hidden secret and try as much as possible
to avoid conflict or combat with anyone who is
not their assigned target.

They typically have a +5 bonus to sneaking, +4


to climbing and perception, +2 to opening locks
and detecting or removing traps. In addition,
they get between +4 and +7 bonus to surprise
attacks and do double, triple, or quadruple
damage on a successful surprise attack.

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HYENA ITBARAKS
The Itbaraks are humanoid creatures with heads
like dogs and covered in shaggy fur. They are
intelligent but barbaric and extremely aggressive
toward humans. It is said that in ancient times
they were far more numerous, and a great army
of them once invaded the lands of the Turks but
was fought back through incredible heroics. Now
they are scarce and usually do not dare go into the
areas of civilization. However, if someone travels
into the mountains or off the regular trails, they
may encounter a tribe of these dog-men, who may
raid small groups of travelers.

# Appearing: d6 # Appearing: 2d10 or a tribe of 2d100


Initiative: +0 Initiative: +0
Armor Class: 13 Armor Class: 15
Movement: 30 feet Movement: 30 feet
Hit Dice: 3d4 Hit Dice: 2d6
Save: 16 Save: 16
Size: medium Size: Medium
Alignment: Neutral Alignment: Chaos
Morale: 7 Morale: 8
Attacks: 1, +4 to hit Attacks: 1, +3 to hit
Damage: 1d4+2 Damage: by weapon, usually 1d6 (club
or spear)
Special: There are occasional legends of
hyenas of great size, with 5d6 hit points and Special: champions or leaders of the tribe will
2d4+2 damage. have 3d6 or 4d6 hp and will have an extra +1 to
hit and damage.

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JINN
The Jinn are a class of Neutral nature spirits, hailing no doubt from the same twilight-world as what
Europeans call the ‘elves’ and ‘fairy.’ The Jinn can be found throughout virtually all of the Silk Road,
though they are very rarely even noticed.

In their natural state, Jinn are invisible. However, they can also manifest themselves as a whirl of dust/
sand or as a kind of mist in the wind when they wish for humans to see them. They can additionally
take the form of animals, their favorites being snakes, scorpions, dogs, and lizards. They can also take
the form of humans or that of humans with animal heads. However, it is uncommon for them to take
animal or humanoid forms because they are more vulnerable in that state. When non-corporeal, they
can be harmed only by magic, and attack causing madness, disease, or misfortune. When they assume a
humanoid or animal form, they can be injured by metallic weapons as well as magic.

Jinn are either unaging or very long-lived, but they are not truly immortal like Angels
or Demons are; they can die from violence, for example, and there are stories of
legendary warriors defeating Jinn in single combat.

Some of the Jinn are evil and said to worship or be in league with
demons, others are said to be faithful Muslims and believers in Law, but
perhaps most of them are neither. Jinn vary in strength and power,
possibly with age or knowledge, and are capable of a variety of
mighty magical feats. Some magicians in this part of the world know
the secrets of summoning and binding Jinn in much the same way
that magisters can summon and bind Demons or other spirits.
Sometimes very powerful magicians have bound Jinn to magical
objects (like rings or lamps), which obliges them to serve the
object’s owner.

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# Appearing: variable, but typically 1


Initiative: +2
Armor Class: 18
Movement: flying 240’, or by form assumed
Hit Dice: variable, typically between 7d6 and 10d6
Save: 11
Size: Medium
Alignment: Neutral
Morale: 9
Attacks: 1, +8 to hit (with a +2 surprise bonus when invisible)
Damage: When incorporeal, disease, madness, or misfortune. When corporeal, as a creature
or by weapon type with a +4 damage bonus.
Special: Anyone struck by an incorporeal Jinn must make a saving throw vs. magic or suffer one of the
following effects:

² disease: the victim will begin to suffer an illness in all effects similar to cholera. The disease is
not contagious and can only be cured by magic or miracles.
² madness: the victim will lose their mind, becoming a paranoid babbling idiot. They will be
capable of fighting but have a -4 penalty to attack rolls and saving throws. Furthermore, they will
be incapable of performing any magic or tasks requiring serious concentration and will have a -4
to any INT, WIS, or CHA-based rolls.
² misfortune: the victim will have to roll all d20 checks twice and use the poorer result. This
effect can only be removed by magic or miracles that remove curses.

A Jinn can willingly choose to remove any of the three effects they desire, even if another Jinn caused
the effect. When incorporeal, Jinn can only be harmed by magic, miracles, or magic weapons. When
in a physical form, they can also be harmed by metallic weapons.

All Jinn can shape-shift at will, once per round, into any animals listed above or as humans (or
humans with animal features).

Almost all Jinn have some magical powers; higher-level Jinn have more powers.

These possible powers can include:

² casting an illusion or phantasm (viewers can save to disbelieve if they have cause to)
² growing to double or triple the normal size of a human
² lifting an object (up to 1 ton in weight) into the air and moving it through the air at 80’ per round
² magically conjuring food, water, and alcohol
² magically conjuring gold, up to about 1000 dirham worth per day
² magically conjuring trees or crops
² magically conjuring wool, silk, or other cloth
² make another person invisible for a time of their choosing
² speaking any language, including the language of animals
² summoning a powerful wind blast that will cause everyone in its path to have to make a STR
based saving throw or be knocked down and take 2d6 damage

Note that Princes and Kings among the Jinn are capable of much greater magical feats, including
granting wishes within certain limits. Still, these will not typically be encountered in the material world.

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KARKADANN
In ancient times, where the desert along
the Khorasan road was more verdant,
the Karkadann is said to have been a
common animal. Now, it is quite rare
and will only be seen in areas of the
silk road where there isn’t too much
civilization and only where there is
more grassland than desert.

The Karkadann has the body of a Water


Buffalo but dark scaly skin instead of
hair. Instead of two horns, it has a single
long, slightly curved horn emanating from the middle of its forehead, similar to that of a unicorn. This
horn is very valuable because it will calm the effects of epilepsy or seizures if it is held. In the hands
of very skilled apothecaries, it can be ground into cures for paralysis or diseases of the bowels. On the
other hand, if it is fashioned into the handle of a dagger or a short-sword made by a good craftsman, it
will have a +1 bonus to hit (non-magical).

# Appearing: 1d6
Initiative: +0
Armor Class: 15
Movement: 40 feet
Hit Dice: 8d8
Save: 12
Size: Large
Alignment: Neutral
Morale: 8
Attacks: 1, +9 to hit
Damage: 2d4
Special: The Karkadann are semi-aggressive territorial creatures. When they first spot humanoids,
they will make a morale check (if there’s more than one present, they will all make a single collective
morale check). If they fail the check, the Karkadann will try to move away from the intruders. But
if they succeed at the check, they will turn and charge at the intruders. If they move away and are
attacked, they will immediately recheck morale. A successful check means turning and fighting.

If the Karkadann charges an opponent from at least 20 feet away, it will do triple damage (6d4) on a
successful hit. They can make a charging attack from up to 120’ away.

Against prone or kneeling/crouching opponents, the Karkadan will instead attack with its large
hooves, doing 1d6+1 damage on a hit.

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LEOPARD
# Appearing: 2d6
Initiative: +0
Armor Class: 15
Movement: 30 feet
Hit Dice: 5d8
Save: 4
Size: large
Alignment: Neutral
Morale: 7, or 10 if defending cubs
Attacks: 3, +4 to hit
Damage: 1d4/1d4/1d10
(claw/claw/bite)
Special: Lions have a +4 bonus to sneaking.
They can make an initial pouncing attack, in
# Appearing: 1 or 2 which case they will roll a single attack and do
Initiative: +1 2d6+2 damage if they hit.
Armor Class: 14
Movement: 30 feet
LION, CAVE
Hit Dice: 2d6+2 These rare, almost legendary lions are larger than
normal lions and live mainly in caves in the lower
Save: 16 regions of mountains. Encounters with cave lions
Size: Medium will either be with groups of all young males, or
Alignment: Neutral in 30% of occasions with a pride of one male, and
the others are female. In the latter case, there is a
Morale: 8
60% chance that there will also be 1d6 lion cubs
Attacks: 3, +3 to hit present, which will not fight. However, whenever
Damage: 2 claws (1d4) and one a pride is encountered with cubs, the lionesses will
bite (1d6) immediately attack and fight with extra morale to
Special: Leopards are skilled hunters and stalk defend their young.
with a +6 stealth bonus. If they pounce on an # Appearing: 2d4
opponent, they will do double damage on any Initiative: +0
claw attack.
Armor Class: 15
Movement: 30 feet
LION, COMMON Hit Dice: 6d8
Save: 14
Encounters with lions will either be with a group
Size: large
of young males or on 30% of occasions, with a
pride of one male and several females. In the Alignment: Neutral
latter case, there is a 60% chance that there will Morale: 7, or 10 if defending cubs
also be 1d10 lion cubs present, which will not Attacks: 3, +5 to hit
fight. However, whenever a pride is encountered
Damage: 1d4+1/1d4+1/1d12+1
with cubs, the lionesses will immediately attack (claw/claw/bite)
and fight with extra morale to defend their young.
Special: Cave Lions have a +4 bonus to sneaking.
They can make an initial pouncing attack, in
which case they will roll a single attack and do
4d4+2 damage if they hit.

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the God of snakes. Many other groups of Nagas


NAGAS worship demons that are known as the Asuras.
Their communities vary in levels of culture. Some
have degenerated from their former glory to
The Nagas are a race of serpent-men found in
near-barbaric cave-dwelling tribes. At the same
the Himalayas and surrounding ranges; they
time, some live in a decayed but still sophisticated
were once fairly common in antiquity but now
culture that rivals or surpasses the level of human
are exceedingly rare and likely to be found only
civilization in stunning magical mountain cities.
in isolated areas far from common routes. Their
lower bodies take the form of snakes, and their Nagas are not always enemies of men but tend
upper bodies have a humanoid form reminiscent to be aggressive to humans, particularly if they
of a human being. enter unbidden into their realms. However, they
are highly intelligent creatures and may at times
However, they have snake scales extending all
be reasoned with (particularly those who are not
along their back, and the back of their head
worshipers of the Asuras).
features a Cobra-style hood instead of hair.
Nagas are not necessarily evil creatures; some are
devotees of Shiva, who, among other attributes, is

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NASNAS
# Appearing: variable, typically 1d4,
tribes consist of 2d100,
civilizations can number into
the thousands. A terrifying entity found in certain accursed
Initiative: 16 places, the Nasnas is a creature that appears like
half of a human being; it has half of a head, one
Armor Class: 1
arm, half a human torso, and one leg, though
Movement: 0 feet (can also swim at a speed none of this seems to affect their mobility. Some
of 50 feet) accounts of the Nasnas suggest that this creature is
Hit Dice: 7d6 created from ancient magics, through which evil
Save: 12 sorcerers were able to ritually transform a hapless
victim into a Nasnas
Size: Large
Alignment: Any, usually Neutral. , though to what end is unknown. They do not
Morale: 8 speak and cannot seem to interact in standard
ways with the material world, as though they only
Attacks: 2, +5 to hit half exist. However, their very touch is death.
Damage: 1d6 (claws, or by
weapon)/1d10+poison (bite) # Appearing: 1d3
Special: Naga poison is extremely venomous; Initiative: +0
anyone bitten by a Naga must make a saving
Armor Class: 17
throw vs. poison or die in 1 round. A significant
group of Nagas is likely to have a Naga Movement: 30 feet
champion among them, who has 9HD (and has Hit Dice: 6d6
+10 to hit). A Naga chief will have 12HD (and Save: 14
+11 to hit). Nagas are also widespread users of
Size: Medium
magic. Any group of Nagas may have a Naga
sorcerer among them, capable of using either Alignment: Chaos
magic similar to those of human magisters or Morale: 10
fantastic magic similar to those of European Attacks: 1 touch, +6 to hit
elves/fae. Nagas especially prefer the magic of
illusion or mind control. Damage: save vs. instant death (CON) or
drop dead
Naga Kings are a special breed of Nagas, Special: The Nasnas seem to exist partly outside
distinguished by their larger size and multiple of regular space and time; it is immune to any
hoods. They are far more powerful than effects that cause sleep or manipulate minds
regular Nagas; having 20HD, +15 to hit, doing and cannot fall ill or age. Any successful attack
2d6/2d8+poison attacks, having the power to against a Nasnas from a non-magical weapon
shape-shift into giant snakes, and being immune has a 50% chance of missing.
to non-magical weapons. Many Naga kings will
also have magical power equivalent to a magister
of the same level.

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PERI
Special: Peris can make themselves invisible
at will. They can also cause anyone who looks
upon them to become enchanted (saving throw
Peris are a type of fairy being or nature spirit, vs. magic to resist) with either love or fear.
which may be found in natural areas along the Anyone so enchanted will remain affected for
Khorasan road. They are usually very shy and will as long as they are in the presence of the Peri
try to avoid being seen by humans. If accidentally and afterward can make a new save every 10
encountered, they will usually just turn invisible minutes to cancel the effect. Anyone struck with
and/or fly away. However, Peris will protect their fear will either be helplessly frozen in place or
local environment: if they encounter humans flee away from the Peri at full speed in a panic.
slaughtering wildlife indiscriminately (not out Anyone enchanted with love will do whatever
of necessity but cruelly abusing or causing harm the Peri asks of them. Characters who are holy
to the local environment), they may attempt to men (clerics or Sufis) get a +4 to saving throws
attack and scare the humans off. to resist enchantment, and holy men of levels 9+
are immune to her effects.
Likewise, if any human male that they see has
16 Charisma or higher, the Peri may attempt to
enchant the male to take them to their lair for a
night of pleasure. This will not harm the human in
question; on the contrary, it will heal them of any
wounds if they are hurt.

Peris look like beautiful women with Persian


features, often naked or very scantily clad, with
colorful green or blue wings.

# Appearing: 1d4
Initiative: +2
Armor Class: 12
Movement: 30 feet, 50 feet flying
Hit Dice: 3d6
Save: 15
Size: medium
Alignment: Neutral
Morale: 7
Attacks: 1, +4 to hit
Damage: 1d4

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PISHACHA
The Pishacha is a particular kind
of minor demon who hunts for
humans in urban areas throughout
the areas of the silk route, hiding in
burning grounds or cemeteries in
those cities. They appear naturally
as darker-skinned humanoids with
red bulging eyes and fangs, but they
are shape-shifters capable of turning
into animals or appearing as normal
humans; they can also become
invisible. They feast on the blood
of humans.

# Appearing: 1d4
Initiative: +0
Armor Class: 19
Movement: 50 feet
Hit Dice: 8d6
Save: 12
Size: medium
Alignment: Chaotic
Morale: 10
Attacks: 1, +7 to hit
Damage: 1d6+4 (bite)
Special: Pishachas are immune to non-magical weapons. Additionally, they are immune to any
magical effects that cause aging, sleep, or mental control and take only one-half damage from magical
attacks. They are capable of shape-shifting into animals, having a preference for bats, wolves, or
rats. They also have the power to turn invisible at will. A Pishacha who bites an opponent has the
option to remain attached to his victim and drain 1d6+6 hp per round in blood, but if they do so,
they have a -4 to their armor class against all other opponents. Pishachas have a gaze attack that
causes incapacitating drooling insanity in a single victim if they fail a saving throw versus magic.
Pishachas recover from injury at a very advanced rate, healing 3 hit points per round. They can only
be genuinely killed if decapitated.

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PRETA (GHULS)
The Preta are dangerous living dead, more
powerful and slightly more intelligent than the
norm, trapped in the rotting bodies of their
former lives. They were generally people who
committed acts of Unholiness in life and were
not given the proper funerary rites when they
died. Preta are generally found hiding in caves
or tunnels underneath cities (particularly near
graveyards, burning grounds, or any place where
the dead are brought).
Occasionally, however, they may be found in
wilderness areas, in the case of travelers or solitary
hermits who died unnoticed. They will tend to
hide during the day and come out at night to roam

RAT, GIANT
the city’s streets (or wander the countryside). They
will attack lone pedestrians or even small groups.
They hunger desperately, eternally, for the flesh of
the living. Closer to the lands of the Arabs, these These rats are the size of small dogs and are more
creatures are called Ghuls instead. aggressive than the common rat.

# Appearing: 1 or 2d12 # Appearing: 5d10


Initiative: +0 Initiative: +1
Armor Class: 14 Armor Class: 13
Movement: 25 feet Movement: 30 feet
Hit Dice: 2d6 Hit Dice: 1d4
Save: 16 Save: 16
Size: medium Size: small
Alignment: Unholy Alignment: Neutral
Morale: 12 Morale: 7 (6 if confronted with flames
Attacks: 3, +2 to hit of any kind)
Damage: 1d4/1d4/1d6 (claw/claw/bite) Attacks: 1, +1 to hit
Special: These creatures are living dead, and as Damage: 1d3
such, are often immune or subject to particular Special: Every bite from a rat has a 5% chance
magical effects (including fear, any kind of of contracting a disease if not medically
mental control, sleep, poisoning, or disease). treated quickly.
Anyone slain by a Preta (unless they were holy
men) will become a Preta within 24 hours of
their death; unless proper funerary rites are
conducted over their body by a holy man of
their religion. Certain powerful Pretas (25%
chance) can paralyze with their 1d4-damage
claw attacks. Any creature struck by such an
attack from Pretas must make a saving throw vs.
paralysis or be frozen for 1d10 minutes.

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IV : Bestiary & Foes

SCORPION, GIANT SERPENT, COBRA,


These scorpions are the size of a large dog. COMMON
They are generally found in the desert but
can sometimes be encountered elsewhere in # Appearing: 1d6
warm regions.
Initiative: +1
Armor Class: 13
Movement: 30 feet
Hit Dice: 1d4
Save: 16
Size: small
Alignment: Neutral
Morale: 6
Attacks: 1, +1 to hit
# Appearing: 1d4 Damage: 1d3+poison
Initiative: +1 Special: Anyone struck by the venom of a
Armor Class: 17 serpent must make a saving throw versus poison
Movement: 40 feet or die in 2d10 minutes. The larger cobras (with
4hp) can also spit its venom up to 6 feet away
Hit Dice: 6d6
at a single target, making an attack roll to hit,
Save: 14 doing no damage but requiring a saving throw
Size: Medium to avoid being blinded. The blinding effect is
Alignment: Neutral permanent unless cured by magic or miracle.
Morale: 7
Attacks: 3, +5 to hit
Damage: 1d8/1d8(pincers),
1d4+poison (stinger)
Special: The scorpion’s stinger is highly
venomous; anyone struck by it must make a
saving throw vs. poison or die in 1d3 rounds.

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SERPENT, GIANT SHARABHA


COBRA A Sharabha is a rare monstrous creature, giant in
size, with the front half of a bird and the rear half
A giant-sized version of a regular serpent (Cobra), of a lion. Its feathers are bright green in colour.
this creature is venomous and tends to be very These creatures are excellent fliers and tend to live
aggressive in its territory. in high mountainous regions, often making their
lair in caves. They are bold and vicious and enjoy
# Appearing: 1d2 the flesh of humans and horses.
Initiative: +0
Armor Class: 15
Movement: 40 feet
Hit Dice: 6d8
Save: 14
Size: Large
Alignment: Neutral
Morale: 8
Attacks: 1, +5 to hit
Damage: 1d8+poison
Special: Anyone struck by the venom of a giant
serpent must make a saving throw versus poison
or die in 1d3 rounds. The giant Cobra can also
spit its venom up to 30 feet away at a single # Appearing: 2d6
target, making an attack roll to hit, doing no Initiative: +0
damage but requiring a saving throw versus Armor Class: 17
poison to avoid death in 1d3 rounds.
Movement: 30 feet / 75 feet flying
Hit Dice: 7d10
Save: 12
Size: Large
Alignment: Neutral
Morale: 8
Attacks: 3, +5 to hit
Damage: 1d4/1d4/2d8 (claw/claw/bite)
Special: The egg of a Sharabha (75% chance
of a lair having 1 egg for every 2 Sharabha
encountered, rounded down) is very valuable,
selling for an average of 2000dr each.

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IV : Bestiary & Foes

UZUH
The Uzuh are the local race of
giants found in wooded hills and
mountains throughout the area
of the Silk Road. They are as tall
as a tall tree and very powerful.
They have powerful lungs, such
that their songs can be heard
from many miles away. If they
blow a forceful breath, it creates a
mighty wind that can throw men
a great distance.

The Uzuh are generally very wary


of humans; they are retiring from
human presence because they
were defeated in a war with the humans long ago, much to their shame and humiliation. Thus, they will
tend to flee from humans surprisingly quickly for creatures of their size. But if they defeat a human in
battle and the human survives, they will take him as a slave and subject him to great humiliations.

# Appearing: 1d8
Initiative: -1
Armor Class: 16
Movement: 40 feet
Hit Dice: 10d10
Save: 10
Size: Large
Alignment: Chaotic
Morale: 10, but only 7 against humans
Attacks: 1, +10 to hit
Damage: 6d6
Special: An Uzuh can blow a mighty wind once per round as an attack action, which will cause
everyone in a 100’ range in a cone in front of him to make a Save vs. area effect (modified by STR) or
be blown back 3d10 feet and take 2d10 points of damage. Anyone who grabs onto a heavy or well-
rooted object will get a +4 to the saving throw.

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WINDHORSE YETI
Found high in Tibet’s mountain ranges and This creature is also known as the “wild man
occasionally in the Himayant mountains, the of the snows.” They are a race of large shaggy
Windhorse is a mystical winged horse with humanoids that only inhabit the highest
the ability to fly. They are very rare and wild. mountains in the Himalayas and Tibet. They
However, according to legend, some great Tibetan are relatively shy, but if they are hungry will not
warriors have been able to tame a Windhorse and hesitate to attack humans as they are quite fond of
ride them. eating human flesh.

# Appearing: 1, or 1d10
Initiative: +0
Armor Class: 14
Movement: 60 feet on land, 120 feet flying.
Hit Dice: 4d8
Save: 14
Size: large
Alignment: Neutral
Morale: 7
Attacks: 2, +4 to hit
Damage: 1d8/1d8 (hooves)
# Appearing: 1d6
Special: in a nest of windhorses, there is a 20%
chance of a young, trainable Windhorse for Initiative: +0
every 2 adult Windhorses encountered. Armor Class: 14
Movement: 40 feet
Hit Dice: 4d12
Save: 14
Size: Large
Alignment: Neutral
Morale: 7 (6 if attacked with fire)
Attacks: 2 +4 to hit
Damage: 1d8/1d8 (fists)
Special: Yeti have a +8 to sneaking, but only in
snowy mountainous climates. If a Yeti lair is
encountered, there’s a 30% chance they will have
an additional 1d3 females, who fight just like
males. There’s also a 15% chance of 1d4 young,
who do not fight.

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V : Equipment & Trade

TRADE, WEALTH, AND


EQUIPMENT
In much of the Silk Road, markets This is typically done when large trades are
operate non-stop. Shops and bath- being arranged rather than small purchases
houses open at dawn and close at (values of 1000dr or more). The PCs could
dusk, but there are dining halls, also opt to leave the city with any leftover
tea houses, noodle houses, cash in their own currencies.
food stalls, night markets,
and other entertainment at If the PCs in a Silk Road
night. The following chapter campaign have arrived
describes costs and products from medieval England,
on the Silk Road. assume that the coins in
the Lion and Dragon rules

CURRENCIES
would generally be valued as 1
penny equaling 6 fals, a shilling worth
about 60 fals, and a pound about 30 dirham.

A
vast number of different currencies and
coinage find their way along the Silk ² 1L = 30 dr
Road, from the Chinese guan and Indian ² 1 sh = 60 fl
rupiya to the deniers and obols of the ² 1 p = 6 fl
Crusader States. However, the most common The exchange values for Crusader State deniers
coinage along most of the silk road is the silver are, for simplicity, exchanged at a rate of 1:1 for
dirham, which originated in Persia and is used dirhams and obols at a 1:1 rate for fals.
throughout the Muslim world. 1 silver dirham
is worth 40 copper Fals. There is also a gold coin In the Liao and Xia regions, it is normal for
called the dinar, which is much less commonly markets to accept dirham/fals and Chinese-style
used. A gold dinar is worth 12 silver dirham. For currency, while in the Jin and Song regions, all
the purposes of values in this setting, the basic trade is made in Chinese currency. The Chinese
unit of value present is the dirham (abbreviated currency is the copper wen and the silver guan.
“dr”), while copper fals are abbreviated “fl.” However, both of these currencies are also traded
in paper money (China being the only part of the
² 1 Dinar = 12 dr world that has already developed paper currency,
² 1 Dr = 40 fl backed by the Imperial reserves). 1 guan is equal
In general, there’s no standardized system of to 1000 wen. In terms of conversion, 1 fal is worth
currency exchange. Therefore, visitors will have approximately 2 wen.
to go to a money changer in every different city. ² 1 guan = 1000 wen
This money changer will assess the value based ² 1 dr = 80 wen
on the ore and weight of the coins brought to ² 1 fl = 2 wen
him and determine an exchange, usually taking ² 1 L = 2400 wen
a percentage (as much as 10%) as commission. ² 1 sh = 120 wen
The money changer will then either give them the ² 1 p = 12 wen
local coins or hold the money in trust (as if it was
a bank) so the visitors can arrange payments of
goods through him.

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EQUIPMENT

T
he prices of items would vary enormously in the silk road region. However, what follows is a
very general list of suggested average costs:

EQUIPMENT TABLE: ARMOR, CRUSADER

Armor, Crusader AC: Fighter/Cleric AC: Other Cost Penalties


Unarmored 11 10 n/a
Padded Jack 13 12 5dr -1DEX skills
Jack Splint 14 13 15dr -1DEX skills
Chain Hauberk 16 14 100dr -1init -2DEX skills
Plate & Hauberk 18 16 180dr -2init, -2DEX skills
Shield, small 1 1 30dr -1DEX skills if held
Shield, Kite +1/+2 *
1 40dr -2DEX skills if held

Note: European style crusader armor will not be found for production anywhere outside the crusader
cities and will very rarely be found for sale anywhere east of Damascus

EQUIPMENT TABLE: ARMOR, LOCAL

Armor, Local AC: Fighter/Cleric AC: Other Cost Penalties


Padded armor 13 12 5dr -1DEX skills
Scale 15 14 40dr -1init, -2DEX skills
Lamellar 17 15 120dr -2init, -2DEX skills
Shield, round +1/+2 †
1 30dr -2DEX skills if held

* Kite shields provide +1 versus melee attacks, +2 versus ranged attacks.


† Round shields provide +1 vs. melee attacks, +2 vs. ranged attacks.

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V : Equipment & Trade

EQUIPMENT TABLE: WEAPONS

Weapons Cost damage Special


Axe 30fl 1d6 +1 Init
Axe, battle 1dr 1d8
Axe, two-handed 2dr 1d10 -1 Init
Bow, short 3dr Range: 50/250/500
Arrows, 12 1dr 1d6
Club 6fl 1d6
Crossbow, light 45dr Range: 50/200/400, 1 round to reload
Bolts, 12 3dr 1d6 +2 to hit at short range
Dagger 15fl 1d4 +2 Init
Dagger, Katar 1dr 1d6 +1 Init
Dart 18fl 1d4 Range: 10/20/30
Javelin 1dr 1d6 Range: 10/30/50
Lance, Crusader Cavalry 2dr 2dr 1d10 Horseback weapon only
Mace 30fl 1d6 +1 Init
Mace, heavy 1dr 1d8
Sling 12fl 1d4 Range: 50/100/150
Spear 1dr 1d6 Can strike from the second row
Spear, two-handed polearm 3dr 1d10 -2 Init, can strike from second row
Sword, short 2dr 1d6 +1 Init
Sword, Longsword/scimitar 3dr 1d8
Sword, Longsword/scimitar, fine 17dr 1d8
Sword, two-handed 4dr 1d10 -1 Init
Sword, "Damascus" steel *
240dr 1d8+1 +1 to hit
Warhammer 2dr 1d8

Note: “Fine” swords are just swords made of higher quality and decoration, as would be used by
knights, nobles, and the wealthy. If the maker is particularly good, the sword might be more resistant
to wear and long-term damage, but there’s no guarantee. It’s mainly priced for beauty.

* Damascus steel swords, if genuine, grant a +1 bonus to hit and damage but are non-magical.

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EQUIPMENT TABLE: ANIMALS EQUIPMENT TABLE: HERBALISM

Animal Cost Herbalism Cost Effect


Bird, Common 5fl Healing Ointment 20dr +4 save vs
Bird, Exotic 10dr or more infection, restores
+1d3hp overnight
Camel 12-72dr depending
on quality Healing 10dr restores
Herbs, tea +1hp overnight
Donkey/mule 9dr
Healing 60fl +4 save vs. disease
Horse, draft 20dr
Herbs, plague for 3 days
Horse, riding, fast 60dr
Antitoxin* 30dr +2 to save vs.
Horse, war 120-360dr depending animal toxins for
on breed 1d12 hours
Poison cure* 20dr gain 2nd save
EQUIPMENT TABLE: CLOTHES vs. poison if
Clothes Cost taken immediately
Cloak/robe, common 60fl
EQUIPMENT TABLE: MISCELLANEOUS
Commoner clothes, poor 4-24fl EQUIPMENT
Commoner, average 30-80fl
Miscellaneous Equipment Cost
Commoner, wealthy 40-280fl
bag/backpack, good 16fl
Merchant/tradesman 3-9dr
blanket/bedroll 16fl
Merchant, wealthy 15-20dr
Boat, riverboat 240dr
EQUIPMENT TABLE: MEALS Book, handwritten 12dr
Bottle, glass 16fl
Meals Cost
Candles, 12 12fl
Meal, minimal/poor 5fl
Cart, hand 4dr
Meal, market stall 5-10fl
Cart, horse-drawn 10-20dr
Meal, caravanserai 12fl
Chariot, fine 85dr
Travel rations/day 10fl
Chest, simple 12fl
Wealthy meal 20fl
Chest, fine, with lock 3dr
Lordly meal 30fl
Cooking utensils, poor 12fl
Drink, alcohol, poor 15fl per gallon
Cooking utensils, good 2dr
Drink, alcohol, good 1dr per gallon
Cooking utensils, fancy 14dr
Horse/Camel feed/day 5fl
Ferry ride (1 man or steed) 3fl
Hammer & Chisel 60fl
Incense, cheap 5fl
Incense, fancy 1dr
Ink, flask 8fl
Jewelry, fancy ring 84dr or more
Jewelry, fancy necklace 24dr or more
* Antitoxins and poison cures are specialized; the type purchase must be specified for a particular type of animal toxin
(scorpion, serpent, spider, etc.) or a specific type of poison.

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V : Equipment & Trade

Miscellaneous Equipment
Jug/Jar, clay
Cost
4fl
SLAVES

S
Lamp 1dr lavery is common throughout the silk
Lamp oil, flask 8fl road in this period. Most major cities
on the silk road have a slave market,
Nail or iron stake 4fl
where slaves are available for purchase
Paper, sheet 8fl in all varieties of age and gender. In addition,
Parchment, sheet 1dr most nations or city-states include warrior-slaves
Pole 10ft 20fl as part of their armies. However, warrior-slaves
that distinguish themselves can often earn their
Quiver (for 30 arrows) 30fl
freedom and proceed to a higher rank within the
Rope, 50ft 1dr military.
Rosary/prayer beads, fancy 1dr or more
In Muslim-controlled areas of the Silk Road,
Sack 12fl
which is the majority of it, many slaves are of non-
Shovel 12fl Muslim origin. Among the slaves found mainly
Tent 2dr in the western end of the Silk Road, this includes
Tinderbox 8fl many Christians and Jews who were captured
during Saladin’s recent campaigns (most, but not
Tools, craftsman 12-40fl all of these being women or children). Pagans,
Tools, thieves’ 2dr Hindus, Magians, and people of tribes considered
Tools, workshop 12-50dr backward, or barbarous are also common slave
stock. Many non-Muslim slaves will convert to
Torch 4fl
Islam, but this does not automatically grant them
Waterskin, good 1dr freedom (though it can improve their chances).
Writing Tablet 16fl
There are certain limitations regarding the
treatment of slaves, but the rules are varied
and, in many places, inadequately enforced. For
example, Islamic jurisprudence tends to favor
the argument that the castration of male slaves
should be forbidden as “mutilation.” Still, despite
this, male slaves are routinely castrated in much
of the Islamic world. Moreover, while the Muslim
religious law has on the whole stringent laws
against fornication, male masters are expressly
permitted to make use of their female slaves, as
they are considered property.

In certain areas, slaves used specifically as


concubines are designated as such and are entitled
to certain rights. However, the enforcement of
these rules once again tends to be fairly uneven.
It is less common, but young male slaves are also
used as sexual slaves in some regions despite it
being clearly forbidden by Islamic religious law.

In most cities, the killing of slaves by their master


is outlawed, though a slave can be sentenced by
the local law to death for various crimes (such as

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escape, stealing from or attacking their master or though obviously more valuable slaves would be
other free people, etc.). Obviously, the killing of a maintained at a much higher standard (at least
slave by someone who isn’t their master is illegal 1dr per month).
as well. In some areas, it is treated as murder, in
others as a property crime. Slaves are sometimes sold by fixed price, though
more valuable slaves are often sold by auction. The
Depending upon the region, people can be forced following are very general and average costs for
into slavery because they were captives of war, typical slaves, which may vary considerably from
through a legal sentence by a local ruler, or non- region to region:
payment of debt. The children of slaves are born
slaves. It is permissible and relatively easy for a SLAVE TABLE
master to free his slaves in most regions. The most
Slave Cost
common occurrences of this happening are the
aforementioned warrior-slaves being freed for Child, servant 150dr
merit. Adult, menial work slave 250dr
Trained craftsman 450dr
However, the illegitimate children of slavemasters
and their slave concubines may occasionally be Trained guard/soldier 300dr
declared free by their father. In most areas, selling Slave Foreman/Administrator 700dr
someone who does not legally qualify as a slave is Sexual slave, untrained 2000dr
a severe offense, but the burden of proof is often
put on the slave rather than the seller. In many Sexual slave, skilled/exotic 4000dr
areas of the Silk Road, slaves are allowed to own
certain property or savings, and in some areas, In all cases, prices can be much higher for
they may be legally allowed to buy their own exceptionally skilled, able, attractive, or
freedom. specialized slaves.

Maintaining a slave is the responsibility of their


owner. It would be assumed to cost a minimum
of 8fl per month for the most menial of slaves,

114
V : Equipment & Trade

HIRELINGS
HIRELING TABLE

Cost/ Cost/
Job
Day Month
Unskilled Laborer 1-2fl 10-40fl
Accountant 3dr 10-30dr
Animal Handler 12fl 10-15dr
Apothecary 20fl 25-40dr
Armorer/Weapon/Smith 20fl+ 10-30dr
Artist/Sculptor 1-4dr 10-40dr
Craftsman, average 1-7fl 50-80fl
Craftsman, master 12fl 3-30dr
Guide, City 3fl 30-60fl
Guide, wilderness 20fl 8-48dr
Magister or sage, low level 10dr 20-40dr
Magister or sage, high level 12-24dr 50-250dr
Merchant Caravan Boss n/a 20-60dr
Musician/Singer/Dancer 1-4dr 10-40dr
Scribe 10-40fl 10-30dr
Soldier, common 8fl 5-15dr
Soldier, officer 1dr 20-40dr
Soldier, Cavalry 2dr 40-60dr
Soldier, Cavalry Officer 4dr 80-120dr
Soldier Unit, horsemen n/a 2400dr (about 60 mix cavalry spearmen/archers)
Soldier Unit, spearmen n/a 1800dr (about 100 spearmen)
Surgeon/barber 12-40fl 24-40dr
Thief/Spy 2-4dr 10-40dr
Tribesmen, Mercenary unit n/a 1200dr (for 60 tribesmen on horse or camel)

Notes: varying costs depend on location, legality, and level of expertise.

Costs do not usually include the cost of production for craftsmen, so hiring a Smith, Sculptor, etc.,
requires additional material costs for whatever the PC wants them to build. Likewise, Apothecaries have
extra costs for maintaining a supply of medicines. Craftsmen or other experts will come with their own
tools, however.

Costs for cavalry etc., already includes costs of maintaining horses. Tribesmen will typically be locals
with wilderness lore and who know the landscape.

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Specific locales are famous for particular goods


TRADE GOODS of the best value and quality. As well as examples
listed in the descriptions of the various cities

T
above, the following are a few local specialties:
he Silk Road is a place for engaging in
large-scale buying and selling of goods. ² Syria: Metalwork and ceramics.
The main exports from the Silk Road ² Between Rayy and Merv: rugs, other
that are in very high demand in Europe textiles, dates
are silk, muslin, and other cloths, spices (pepper, ² Between Merv and Samarkand: fine
ginger, cinnamon, cloves, saffron, and others), crystal, incenses, and saffron; this is also the
sugar, pearls, gemstones, weapons (particularly westernmost part of the silk road where tea is
the mislabeled “Damascus steel”), Persian carpets, commonly traded.
leather, and gunpowder. ² Between Samarkand and Kashgar:
Lapis, brass, horses, dogs, and spices.
Of course, there is also the transmission of ideas.
² Between Kashgar and Lanzhou:
Knowledge of science, mathematics, astronomy,
Camels, almonds, sugar, jade, and silk.
and navigation are transmitted from China
and India through the Middle East to Europe. Costs of these sorts of goods will vary wildly
Concepts that primarily originated in Song China depending on the location, season and demand, as
like printing, the manufacture of paper, banking well as the merchant’s negotiation skills, but here
systems, monetary exchange, and new techniques is a general outline of the kinds of prices some
in credit/lending all make their way through the trade goods will go for, on the silk road, versus
Silk Road. their value in London. Refer to “Trade Goods
Table” on page 116.
In turn, a few European products are popular
enough to import to the Silk Road. Principal Note: prices for any of these goods in Damascus
among these is silver (two-thirds of European will cost at least twice the stated amount, and
exports to the Silk Road is in silver), fine cloth, between Damascus and Baghdad will cost at
wool, linen, and horses. least one and a half times the stated amount,
as the prices of these goods are cheaper further
east along the Silk Road.

TRADE GOODS TABLE

Trade Goods Cost, Silk Road Cost, London


Almonds 1-2 fals/pound 3 pence/pound
Cinnamon 15-30 fals/pound 25 pence/pound
Cloves 30-60 fals/pound 48 pence/pound
Ginger 15-35 fals/pound 28 pence/pound
Pepper 10-20 fals/pound 18 pence/pound
Saffron 3-10 dirham/pound 18 shillings/pound
Sugar 14-30 fals/pound 24 pence/pound
Silk, average 2-12 dirham/yard 15 shillings/yard
Silk, damask 4-14 dirham/yard 18 shillings/yard
Silk, velvet 5-22 dirham/yard 28 shillings/yard
English Wool 40-60 fals/yard 4 pence/yard
Dyed Wool 4-6 dirham/yard 18 pence/yard
True Blue Dyed Wool 11-13 dirham/yard 40 pence/yard

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In the lands of the Xia, the purchase of all textiles


cost at least one and a half times the listed
amount and only half the listed amount for sale,
HOUSING

C
on account of the government monopoly on
haracters need a place to stay in
textile trade.
civilized lands where vagrancy is not
well looked upon. Clerics, priests,
COSTS OF LIVING monks, or Sufi mystics might be able
to live in a church, temple, or mosque if one is

D
available and as long as the characters are not in
uring the Silk Road campaign, there may
some way disreputable. Any character who has
be times when the PCs decide to stay for
some kind of noble rank might be able to arrange
a prolonged period in one city or region.
to be a guest of the local lords or royals, but there’s
During that time, it may be possible that
no guarantee. If they do, their accommodations
the characters are engaged in non-adventuring
are bound to be quite humble unless they’re
activities. This will require that player characters
of truly high station (or the ruler in question
engage in expenditures to maintain their basic
is trying to show off their ostentation and/or
quality of life. The following costs of living are
generosity).
for a per-month basis and assume the minimum
necessary expenditure, not including housing, for Characters may also rent or buy housing in the
different social standards. city or landholdings (with land to farm) in the
countryside near a city. The cost of housing can
² Underclass/extreme poverty: 8 fals per
vary wildly, but here are some general guidelines:
month
² Lower class tradesman/merchant: 2 HOUSING TABLE
dirham per month
² Standard merchant class: a minimum Housing Cost
of 10 dirham per month Caravanserai, 2fl per night or
common hall 20fl per month
All these costs are doubled in extremely large and
prosperous trading cities. Caravanserai, 8fl per night or 6dr
average room per month
Player characters can certainly choose to spend Caravanserai, fancy room 2dr per night or
more than the listed amount to live ostentatiously. 60dr per month
Additionally, anyone who holds any kind of
significant office or a high reputation (including Caravanserai, stabling, 2fl per night
officers in the guard or army, religious authorities, per steed
administrators or advisers, or wealthy merchants Cottage, outside city 30dr
or landowners with a reputation to uphold) must Hovel, inside city 60dr
spend at least ten times the listed amount. Any
Modest house, city 600dr
character who does not spend the minimum
required will be seen either as a pauper or a Manor house, city 30000dr
miser, neither of which are well-considered. Mansion, city 500000dr or more
They will also suffer a -2 to all reaction rolls with Palace, countryside 1000000dr or more
civilized humans until they begin to maintain
themselves appropriately. People from the region will likely find
acquaintances and relatives with which to stay,
members of the same extended tribe or clan.
However, unless they’re very close kin, this would
also involve a cost, particularly for any foreigners
the local brings with him to stay. The cost per
month will vary depending on social class:

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² Underclass/extreme poverty: 25fl per


month
² Lower Class tradesman/merchant:
INCOME FROM
60fl per month
² Average merchant: 6dr per month
PROFESSIONS

P
In some cases, these costs might be payable in Cs with background skills may always
work, either mundane or specialized. attempt to earn money from their
background skills. To do so, they must

MERCENARY WORK
dedicate at least 20 days of the month to
working this profession, at the end of which they
must make a DC15 skill check. Success means

C
ommon conscript soldiers in armies they will gain the appropriate wage for their job,
are rarely paid more than housing, whereas if they fail but obtain a result of at least
food, and a few fals if they’re lucky. 10, they earn only half that amount. Results of
However, elite forces are often hired less than 10 mean no income was earned. Nobles
on as special mercenary soldiers with good pay. or priests who engage in professions of common
Fighters and occasionally Thieves can be hired in craftsmen, merchants, public (non-religious)
this way. To be considered for employment of this entertainers, or menial servants run the risk of
sort, the character must be of at least 4th level and being shamed and socially shunned by their peers.
have gained some reputation in the land for his
Note: In some cities or regions, specific guilds,
prior adventures. The likelihood of employment
clans, or tribes may have an official or unofficial
should be based on the result of a reaction roll,
monopoly on certain types of trades or crafts,
potentially modified due to the character’s fame,
and characters who try to engage in these trades
connections, etc.
without first making a deal with the monopoly-
A mercenary character will receive a monthly holders could face opposition, penalties,
income of 50 dirham per month, 70 dirham per or violence.
month if they are above 7th level, or 100 dirham
TYPICAL MONTHLY WAGES TABLE
per month if they are above 9th level. However,
the character will be expected to spend at least Profession Cost/Month
five days per month training with the local armed
Untrained Laborer 4-40fl
forces and will be obliged to join the army and
fight in times of war. Depending on his length of Low-skill Craftsman 8-80fl
service and prestige, he will be put in command High-Skill Craftsman 12fl-30dr
of anything from one-hundred to ten-thousand Common Soldier/Guard 5-15dr
soldiers, but he cannot use these soldiers for his
own adventuring. Officer 15-40dr
Scribe/accountant 3-30dr
It should be noted that this position brings them
Animal Trainer 10-15dr
no special prestige; on the contrary, working as a
mercenary is usually looked upon as somewhat Armorer/weaponsmith 5-30dr
dishonorable by most knightly/noble social Doctor/surgeon 25-40dr
classes. Therefore, any character who receives Musician/singer 4-40dr
a legitimate military rank (which, incidentally,
Scholar 10-40dr
doesn’t provide any income) will be expected to
give up his mercenary status. Sculptor/artist 10-40dr
Spy 20-40dr

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² He must also choose whether the type


BIG BUSINESS of business he is engaging in is a Stable,
Moderate, or Volatile venture. “Stable”

M
ventures are usually fixed businesses in
erchants (including slave traders)
specific locations, typically either essential
may wish to invest in a merchant
businesses (food, cloth, etc.) or constant
business. Typically, it is not considered
business with a reliable income rate (in some
acceptable for characters who are
places, for example, a caravanserai could
nobles or members of religious orders to do this.
be a “stable” venture). Moderate are most
Merchant work done by nobles or members of
other forms of fixed business, as well as the
religious orders will be looked down upon as
most reliable forms of merchant transport
acting outside of the dignity of their social status,
businesses (for example, transportation of a
gaining a -2 penalty to all reaction rolls with any
specific type of good on a fixed route).
character that is aware of their merchant activities.
To undertake merchant business activity, the “Volatile” ventures are highly speculative forms of
character must own a house of at least modest size merchant trade, usually either at long distances or
in a city. transporting extremely rare goods with the hopes
of obtaining a favorable purchase-to-sale profit.
Additionally, characters who are foreigners or in
Therefore, all forms of transporting goods from
other ways outside of the norm may face serious
the Silk Road to Europe are rated as “Volatile.”
local opposition. In some places, local guilds,
tribes, or clans may have a monopoly on certain It will be assumed that his investment will include
types of merchant work (including working the cost of any infrastructure involved in the
trades), which would require some kind of dealing activity (horses, carts, employees, products, etc.).
with the holders of these monopolies.
Once every quarter (three months), the PC will
If the GM wishes, he may enter into specifics be required to make a merchant or trade skill
regarding the merchant venture in question, check, typically modified by either INT or CHA
arranging for all the costs of infrastructure depending on the nature of the business. Note
and requiring the PC to carefully manage all of that if he is just an investor or junior partner, the
his business, and using the GM’s judgment to check will be done by the primary operator of
determine the income generated. However, the the business instead. If the PC is the sole owner,
following rules may be used to determine abstract he may hire a manager to do the check instead.
costs and profits from merchant ventures: He may then reference the following table to
determine what profit or loss will occur for that
² To enter into a business as a merchant, the
month. See “Merchant Venture Results Table” on
PC must invest at least 1000 dirham into his
page 119.
enterprise. Depending on the type of business
he is investing in, the GM may judge the Additionally, any volatile investment has a 1 in
upper limit, as well as whether the amount a 20 chance per quarter of completely collapsing,
PC wishes to invest would be enough for him causing a loss of 70-100% (1d4+6 x 10%) of the
to be a sole proprietor, a partner, or merely a character’s investment. Any moderate investment
stakeholder. has a 1 in 20 chance per year of collapsing
MERCHANT VENTURE RESULTS TABLE

Check Result Stable Moderate Volatile


15+ 1d8+1d6-4% 1d20+1d8-10% 1d100+1d20-50%
10+ 1d8+1d4-4% 1d20+1d6-10% 1d100+1d10-50%
Less than 10 1d8-4% 1d20-10% 1d100-50%
1 or less* 1d8-8% 1d20-20% 1d100-100%
* a natural 1 on the skill check always counts as 1.

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similarly. Stable businesses only collapse due to and to provide assistance to recent converts.
absolute catastrophes that usually have nothing This tax rate is charged at 1/40th of one’s
to do with a business itself (for example, an “apparent” wealth, which is generally applied
earthquake, massive crop failure, or the pillage or in the form of wealth from land cultivation or
destruction of a city in war). mercantile/trade business.

The player character can add or remove money The Jizya tax (meaning “tribute,” or more
invested into his business whenever he wishes, elaborately, “compensation for being spared from
though it usually takes 3d10 days to liquidize death”) is a tax imposed on non-Muslim citizens
any investment. Also, if his investment ever falls of a Muslim land. It is generally not charged to
below 1,000dr, he must add additional funds to temporary non-Muslim visitors passing through
bring the investment back up to a minimum level the lands, which is the likely situation of most
of 1,000dr, or he will be forced to close up shop, characters traveling the Silk Road. However, what
losing 10-100% (1d10 x 10%) of the remaining defines residency can vary from one state to the
money that was still invested. next.

Managing a business is a full-time job, requiring The Jizya is a tax imposed only on adult male
a minimum of 20 days out of every month if the non-believers; women, children, the very old,
PC is handling all the business himself. However, madmen, hermits, and slaves are exempt from
he may choose to hire an administrator to act as the tax, as are non-Muslims engaged in military
his trusted manager, running the business in his service for the state. In traditional Islamic
absence. Such an administrator will cost 10dr per jurisprudence, non-Muslim clergy are also meant
month for every 1,000dr invested in the business. to be exempt; however, many states currently do,
In some places, he may purchase a slave to do the in fact, charge clergymen.
same task (slave administrators cost at least 800dr
and will have a monthly maintenance cost of at The Jizya is a type of poll tax, with the fixed
least 1dr per month). rates of 12 dirham for the poor (an incentive for
the majority of the poor to convert), 24 dirham

TAXES
for middle-class merchants, tradesmen, and
landholders, and 48 dirham for the very wealthy.
However, it should be noted that in practice, the

T
hroughout most of the Silk Road, the application of the Jizya does not always follow the
taxation rates can vary but tend to be correct Islamic jurisprudence in many cities and
somewhat uniform due to the tradition kingdoms.
of the Islamic rules on taxes.
As a result, in some places, the Jizya might
The most common of these taxes is Zakat (“the tax be ignored, and more often, the Jizya can be
which purifies”), which is a taxation imposed only considerably higher than what is set down as
on Muslims. It is a tax collected mainly for the standard. Moreover, it can sometimes be applied
purpose of maintaining the poor, collected by the at different rates to different minorities or even
state but often distributed by religious authorities. professions (in particular, Jewish merchants are
Besides helping the destitute, it is sometimes used often charged excessive Jizya tax in certain cities,
to support the military (though this, in theory, like Balkh).
should only be done in the case of a state under
attack by non-Muslim forces). The Kharaj (“Land tax”) is a tax on all
landholders; in earlier history, it was also only
Monies collected through Zakat may also be imposed on non-Muslims, but in the present time,
used to pay off the debts of worthy Muslims it is almost uniformly applied to all landholders
who have become unjustly indebted, to pay for in a state. It is a tax of 10% of the harvest profits
the freedom of Muslim slaves, to assist Muslim from lands that receive irrigation or rainwater, or
travelers who have become stranded or are on 5% from lands that depend only on well-water.
some worthy journey (most often, pilgrimage),

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Finally, the tax most relevant to Silk Road At the far eastern end of the Silk Road, in the
merchants is Ushr (“tenth”), a tax on foreign lands ruled by the Liao, the Xia, and the Jin
merchandise sold in the state. It only applies to dynasty, the taxation that would affect travelers is
importing mercantile goods intended for sale in some ways more straightforward, with a basic
and valued at 200 dirham or more. If goods are tax rate of 1/15th (or 6.67%) of the value of goods
transported through a city but not sold there, it for sale. However, in all these lands, the state holds
does not apply. However, in many of the cities of a monopoly on all the salt, tea, and alcohol sales.
the Silk Road, sales valued at less than 200 dirham This means that since they can only be bought
are also taxed, at a rate of 5% for non-muslims from or sold to the government, these goods are
and 1/40th the value of the goods for Muslims. traded at unfavorable rates. In the lands of the
Xia, there is also a similar state monopoly on the
sale of iron, porcelain, bronze, and all textiles.

SPECIAL VALUABLES
JEWELS TABLE
GEMS AND JEWELS D100 Jewel Value

A
ny gems found will have a base value 1–10 1d10x100dr
determined by the following table. 11–20 2d6x100dr
GEMS TABLE 21–40 3d6x100dr
41–50 3d10x100dr
51–70 1d6x1000dr
D100 Gem Value Sample
71–90 1d10x1000dr
1–25 10dr quartz, tiger eye, turquoise
91–00 2d10x1000dr
26–50 50dr jasper, citrine, moonstone
51–90 1d6x100dr jade, topaz Jewels, gems, and other non-currency valuables
91–97 500dr emerald, sapphire (like special treasure) can be sold at markets. Of
98–99 1000dr ruby, diamond course, this is assuming there’s anyone available
in the location who would be interested in buying
00 5000dr Glowing Gem
the object (which could be determined through
trade or urban lore skill checks). The selling
Gems may vary in size and quality. If a GM price will generally be about 50% of the object’s
wishes, They can roll 1d6 for each (size and actual value.
quality). A 1 indicates the gem is of poor size or
quality (halving its value), and a 6 indicates it is of However, a character may attempt to haggle, via
significant size or quality (doubling its value). a reaction roll modified by CHA, with potential
penalties or modifiers depending on the seller’s
Glowing gems are extremely rare magical gems status and the buyer’s interest in the object
that originate deep in the mountains of Persia and (included in the latter should be the question of
India. They give off a soft, usually reddish glow. how scarce the item is and whether it would be in
Jewels are crafted ornaments usually made of demand in the city in question).
gold, silver, and gemstones. These include such
objects as necklaces, crowns, belts, brooches,
rings, ornamental armor or weapons, statuettes,
bracelets, gemstone beadwork, hairpins, etc.

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The reaction roll should have the following results:


D100 Treasure
HAGGLING REACTION ROLL TABLE 41–42 1d100 sticks of rare high-quality
incense (10dr each)
Reaction
Selling Price 43–47 2d4 clay jars of lamp oil (equivalent to
Roll Result
20 flasks) (8fl each)
2–3 Haggling went badly, no sale
48–50 2d4 large jars of lamp oil (equivalent to
4–5 40%
200 flasks) (2dr each)
6–7 50%
51–54 2d6 bear pelts (15dr each)
8 60%
55 1d3 vials of rare perfumes (75dr each)
9 70%
56–57 1d3 rolls of rare pigments (50dr each)
10 75%
58–63 1d6 doses of poison
11 80%
64–65 1d3 rolls of silk (40dr each)
12+ 85%
66–67 1d3 samples of fine pottery (100dr each)
In theory, PCs could attempt to sell the valuables 68 5d10 scrolls (philosophy, mathematics,
privately to an interested buyer, where the price astronomy, theology, magic etc)
could theoretically be higher, though doing so (150dr each)
with multiple items could attract the attention 69–71 1d3 rugs (5dr each)
of the local merchants, especially if they have 72–77 2d6 bricks of salt (28fl each)
a monopoly.
78 1 ancient statue of a god (worth
highly variable)
SPECIAL TREASURE 79–84 1d3 jars of spices (8dr each)

T
85 1d3 jars of rare spices (250dr each)
his treasure consists of objects of
86 1d100 elephant tusks (100dr each)
value that wouldn’t fall under any of
the other categories, roll randomly 87–90 1d3 weapons, bronze (-1 to hit and
to determine the type and value of damage against steel armor)
treasure found: 91–95 A special magical item (see table below)
96–98 roll again, doubling the number found
SPECIAL TREASURE TABLE
99–00 roll twice
D100 Treasure
01–05 1d6 doses of magical herbs or potions
(see table below)
6–10 1 suit of breastplate armor, bronze
(AC:14, -1 init/DEX)
11–13 1d20 fur capes (100dr each)
14–18 1d3 rolls of fine cloth (10dr each)
19–25 3d6 rolls of dyed cloth (10dr each)
26–28 1d100 rare bird feathers (5dr each)
29 1d4 crystal goblets (200dr each)
30–35 2d6 doses of healing or medicinal herbs
(see equipment)
36–40 2d6 doses of healing ointment
(see equipment)

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MAGICAL HERBS/POTIONS TABLE

D100 Magical Herb/Potion


1–4 Antidote: Whoever consumes this will become completely immune to poisons of any kind
for 24 hours; if taken after being poisoned, they will annul any further effects of the poison.
5–8 Agility: Whoever consumes this will gain a +2 bonus to their Dexterity modifier for an
hour.
9–12 Amazing Hearing: When consumed, the user will be able to hear any noise or speech up to
1000 feet away, even through walls or other barriers of up to one-foot thickness. Grants a +10
to all hearing-based perception checks for 1d4 hours.
13–17 Amazing Sight: When consumed, the user will be able to see with tremendous clarity as
far as the horizon, being able to spot small details and even search for hidden things from an
extreme distance. Grants a +10 to all sight-based perception checks for 1d4 hours.
18–27 Curing Herbs: These powerful healing herbs will restore 1d6+1 hp immediately after
consumption.
28–34 Greater Curing Herbs: These even more potent curing herbs will restore up to 2d6+2 hp
immediately after being consumed.
35–38 Diamond Body Herb: consuming these herbs will grant the user a +4 bonus to their AC,
and a +4 bonus to all saving throws for an hour.
39–42 Dream Travel: When consumed, the user will fall unconscious, utterly unable to be
awakened for 2d6 hours. During that time, the user may travel astrally into the dreams of
any other single living being who is presently sleeping. They may appear and speak to them
in the dream. The being does not need to answer them or answer truthfully; he is likely to
remember the user's presence in his dream, though there is a chance he will believe it to only
have been a dream.
43–46 Endurance Herbs: Consuming these will give a PC an extra +2 to their Constitution
modifier and temporarily increase their hit points to match the same (granting 2 temporary
Hp per character level). The effect lasts for 1d4 hours.
47–50 Growth: These herbs will cause a being to grow to three times their normal size for an hour
and do double their typical damage in melee combat.
51–54 Herbs Against Heat: consuming these will make one immune to normal heat or fire and
grant a +2 bonus to saving throws against supernatural fire for 24 hours.
55–58 Herbs Against Cold: Consuming these will make one immune to normal cold weather
and grants a +2 bonus to saving throws against supernatural cold for 24 hours.
59–62 Insanity: whoever consumes these herbs will go mad, unable to communicate or engage in
any rational actions; it lasts until magically healed.
63–66 Invisibility: Whoever consumes these will become invisible for one hour.
67–70 Herbs of Might: Consuming these herbs will give a PC a +3 bonus to their Strength
modifier. In addition to this bonus, the consumer will roll double the standard dice of any
damage he does in melee combat. The effect lasts for 1 hour.
71–75 Poisoned Herbs: these herbs will appear to be curative unless someone with Apothecary/
herbalism skill succeeds at a DC20 ability check to detect they are, in fact, poison. If drunk,
they will require a save vs. poison in 1d3 rounds, or the user will die.

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D100 Magical Herb/Potion


76–79 Shrinking: Whoever takes these herbs will become incredibly small (under an inch) for an
hour; they will be able to move through very tight areas and will have a +10 bonus to attempts
to hide or avoid detection. They will also have a +4 bonus to their Armor Class against
regular small creatures, +8 against medium-sized creatures, and +12 against large-sized
creatures. They will not be able to physically harm any creature taller than 6 inches in height.
80–83 Status Powder: This magical powder was made by Chinese alchemists using a secretive
recipe believed lost at the end of the Tang dynasty. When taken, this powder (or pill) will
somehow link your spirit to that of the first person you talk to. The effect it produces is that
the target will think that you are of similar status and profession to them. So, interacting with
a tradesman will make everyone think you are a trader, interacting with a soldier will make
everyone think you are a soldier, interacting with a prince will make everyone think you
are a prince, etc. The effect starts from the moment you make conversation, but the effect is
wasted if you do not speak to anyone for over 24 hours after taking the powder. The duration
of the effect is for 24 hours from the first moment of conversation. However, after the effect is
spent, people will not necessarily realize that the character is not of the status/career they are
mirroring. Saving throws to see through the trick only apply if
84–87 Swiftness: Whoever drinks this will have twice the standard movement rate and be able to
make double their regular attacks per round. The effect lasts for 20 minutes.
88–91 True Seeing: The imbiber of this herb will be able to see all invisible things for 1d4 hours, as
well as being able to detect the nature of any being or object that is magical, holy, or demonic.
92–95 Thought-Opening Herbs: Consuming these will allow a person to read the surface
thoughts of any being within 60 feet of them for 1d4 hours.
96–99 Transformation Potion: consuming this will allow a PC to alter his physical appearance,
look like another human, or appear as any kind of animal or being. His chosen form must
be one that he has personally seen. He does not gain any special abilities of his new form,
only the physical semblance. The transformation lasts indefinitely until the PC wills to change
back.
00 Soma: The nectar of immortality. If consumed in its current form, it will grant the imbiber 10
years of additional lifespan. However, this substance is also a crucial ingredient in creating the
true elixir of life, which master alchemists would dearly seek to obtain.

Note: these are all very rare and magical herbs


or herbal concoctions. They are not going to be
found readily available for sale at any market.
They are forms of local alchemical potions,
so theoretically, a magister who learned true
alchemy would be able to learn how to create
them if they could find a detailed alchemical
recipe or a master who knows the technique.
They’re presented here in a random table as
very rare items that might be found in ancient
or supernatural treasure troves. They can be
prepared in various formats, as potions, dried
to be prepared as a tea, unguents, or even as
chalky pills or powders that are swallowed or
dissolved on the tongue.

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Special Magic Items (1d100)

SPECIAL MAGIC ITEMS TABLE

D100 Magical Items


1–4 Amulet Against Sorcery: This brass amulet is inscribed with designs and verses from
the Koran. When worn by a Muslim, it grants a +2 bonus to saving throws against any
magic directed at the wearer.
5–8 Ancient Chinese Shield: these shields are said to date to the era before the warring
states period. Created by either Shang or Zhou alchemists, the shield grants a +1 AC, but it
is almost indestructible. Only magical disintegration can destroy it.
9–12 Armband Against Poison: a copper armband with certain Persian magic words
inscribed on it. When worn, it grants a +2 bonus to saving throws versus poisons from the
bites or stings of any animal.
13–14 Blood Dagger: This Persian-style dagger used mainly for slashing attacks can harm
creatures immune to normal weapons. Additionally, on any creature that bleeds, a cut from
this dagger causes bleeding in any wound it makes at a rate of 1hp/round until a full round
is spent to bind the wound.
15–16 Bloodthirsty sword: This magic sword grants a +1 to hit and damage; additionally,
when wielded, the sword softly tugs in the direction of the nearest battle where blood is
being shed, no matter how close or far.
17 Chakram: a weapon of ancient India, a chakram looks like a circular blade, which can be
used as a melee or thrown weapon. A chakram ordinarily does 1d6 damage (with a range of
30/50/100), but a magical chakram does +1 to hit and damage, and when thrown, it returns
to the wielder.
18 Cloud Shoes: this magical artifact looks like a pair of relatively ordinary and humble cloth
shoes with hemp soles. Whoever wears these shoes will find that they can jump through the
air a distance of up to 60 feet and fall up to 120 vertically without taking any damage.
19–20 Coin Talisman against missiles: This object looks like a copper coin, but it is inscribed
with magical symbols. Anyone who holds the coin in his palm will get a +4 to AC vs. ranged
attacks.
21–23 Cursed Jewel: An item of jewelry that has been magically cursed by its creator, whoever
has the jewel on their person (either worn or carried) must roll twice and take the lower
result for any saving throw.
24–25 Hiding Mask: The wearer can move about unnoticed when this conspicuous-looking
Chinese-style mask is worn. As long as he does not speak or take any unusual or sudden
actions (certainly including combat), no one will feel as though the mask's wearer is out
of place. If they have very good reason to potentially feel otherwise (for example, men on
guard or people specifically on the lookout for or hunting the person in question), they are
entitled to a save vs. magic to ignore this effect.
26–27 Demon Glass: this glass lens allows one who looks through it to visually detect demons,
creatures disguised as humans, or those possessed by demons, ghosts, or spirits within line
of sight.
28–29 Devouring Jug: a large container. Anything put inside it is devoured. Including hands!
The effect is instant.
30 Emerald Sword: will harm magical creatures, +1 to hit and damage, double damage
against demons.

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D100 Magical Items


31–32 Magic leopard-skin cape: makes the wearer immune to fire and grants +1 to armor
class.
33–35 Eye Amulet: when worn over the clothing, this amulet will protect the user against
witchcraft or enchantments (any magic that affects the mind). It grants the wearer a +2
bonus to saving throw versus magic from these sorts of spells.
36 Fire Resistant Coat: this heavy coat of padded armor, which grants a +4 to AC, also
makes the wearer immune to fire.
37–38 Flaming Spear: this spear is magical and adds +1 to hit and damage. Aside from this, the
spear's tip can be lit up with flame at will, causing +1d4 damage.
39–40 Flying Carpet: this carpet, woven in a Persian style, can be willed to fly. Most carpets will
only be large enough to accommodate one person, but there's a chance to find carpets large
enough to carry 2, 3, or 4 people.
41–42 Flying Mace: this mace is magical and can harm magical creatures; it can be thrown as a
weapon (up to 30' range) and returns to the wielder.
43–44 Garuda Feather: when this feather is wielded by a person, and one round of
concentration, a regular-sized garuda is summoned, which will perform some task for the
wielder. Each time it is used, there is a 1/6 chance it will no longer function.
45–46 Horned helmet: this magic helmet, made of bone and adorned with horns, causes fear in
giants. Any giant who sees the horns on a human's head will have to make a morale check or
flee. It only works on a giant the first time they see it.
47–48 Jar of Birds: this large clay jar is rather heavy and has a wide sealed lid. If the lid is
opened, thousands of blackbirds pour out of it, causing all kinds of chaos in the area around
it. The birds will behave naturally, though in a frenzy; anyone present and not undercover
or somehow protected will have to make a DEX-based Saving Throw every round to avoid
taking 1d4 damage from birds. The birds will start to disperse naturally after 2d4 rounds
unless they're in an enclosed space. The person who opens the jar is not immune to its
effects.
49–50 Jinn Lamp: a lamp that has a Jinn bound to it. When rubbed, it can perform one specific
power attributed to a Jinn (see the entry on Jinn, monsters section) up to 3 times a day.
51–52 Jinn Ring: a ring that has a Jinn bound to it. When rubbed, it can perform one specific
power attributed to a Jinn (see the entry on Jinn, in the monsters section) up to 3 times a
day.
53–54 Leather Standard: when held aloft in a battle, this plain leather flag will grant +2 to the
morale of any forces on the side holding up the standard.
55–56 Leopardskin Bag: this magic bag, about the size of a backpack, can hold up to 100 items
large enough to fit inside without any encumbrance. Note that the more items inside, the
more time it will take to root through the bag to find a specific item.
57–58 Lightning Mace: this elaborate light (1d6) mace is magical, capable of harming
supernatural creatures. Also, it can unleash lighting on command up to 3 times a day, doing
+2d6 damage.
59–60 Long-firing Bow: this magic short bow will allow any arrows fired from it to harm
supernatural creatures. Additionally, it has triple the normal range (50/500/1000).

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V : Equipment & Trade

D100 Magical Items


61–62 Magic Lantern: This lantern works as an ordinary lantern, but if the wielder commands
it, the lantern will suddenly blast out an intense light; anyone who can see and is in line of
sight to the lantern must make a saving throw vs. magic or be temporarily blinded for 1d6
rounds; even those who save will have a -2 penalty to attacks and anything requiring visual
acuity for 1d4 rounds. The blast of light consumes all the oil in the lamp and extinguishes it.
It can be recharged with any ordinary oil.
63–66 Magic Pearl: When thrown into a body of water, it will stop a storm. As soon as the pearl
sinks into the water, the storm will quickly abate until it is completely gone in 1d4 rounds.
This is a one-use item, but when found, this treasure will be a cache of 1d4 pearls.
67–69 Mighty scimitar: this magical scimitar can harm supernatural creatures, but perhaps
more importantly, it will ignore the effects of non-magical worn armor. Against armor-
wearing opponents, the scimitar attacks as if the subject's armor class was only based on
their dexterity or ability bonuses, and magical defenses, if any.
70–74 Muslim Healing Bowl: if water is placed in the bowl, and a Muslim prayer is recited over
it, then an ill person who drinks the bowl's content will get a saving throw to be healed from
a disease they are suffering. If they succeed, they're cured but may still have any effects of the
illness they had suffered until that moment. If they fail, the bowl does not work, and they
can not attempt to heal the same disease again. The person performing the prayer must be a
Muslim, but the beneficiary of the healing does not necessarily have to be.
75–76 Naga Stones: these crystals are rare items of magical power said to have been created
by the Naga in ancient times. There are five kinds of Naga stones. When held in hand, the
green-colored earth stone gives a +2 bonus to perception. While touched to the body, the
clear-colored air stone provides a +1 bonus to all reaction rolls. If touched to the body,
the blue-colored water stone grants an extra +1 hit point of natural healing per night of
rest. While touched to the body, the red-colored firestone provides a +1 to initiative and to
DEX-based saving throws. And the violet-colored ether stone, when touched to the body,
provides a +1 bonus to magic checks. When finding this magic item, there is an equal
chance of the result being any one of the stones.
77–78 Shield-piercing Spear: This magic spear (1d6 damage) ignores AC from shields, even
magical ones, and will break any non-magical shield that tries to do a parry maneuver
against it.
79–80 Spirit sword: This Chinese-style long sword has typically a +1 to hit and damage, but it
has a +3 to hit and damage against spirits (including faeries) and demons
81–82 Spirit-slaying Scimitar: This scimitar does +1 to hit and damage, and any time it rolls
a natural 20 when attacking demons, spirits, or fairy creatures, those creatures are instantly
slain.
83–84 Stone Bell: a stone carved in the form of a bell, about the size of a fist. When tapped
against stone or metal, it will ring out a mighty sound causing everyone within 30' (except
the wielder) to save vs. magic or become temporarily deafened and have -2 to attacks, AC,
or physical skill rolls for 2d6 rounds
85–86 Three-Pointed spear: this two-handed polearm-style spear (1d10) is magical (capable of
hitting supernatural creatures) and ignores the AC of any metallic non-magical armor.

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D100 Magical Items


87–88 Wind fan: this magical hand-held fan causes wind gusts when swirled. Waving the fan in
such a way to activate its power takes an attack action and must be directed at a target. If the
target is a person/creature, a ranged attack roll must be made to hit them. The gust of wind
is strong enough to move or knock down small objects. If the target is a person or creature,
they must make a saving throw (modified by STR) to avoid being knocked down prone by
the wind. The gust of wind is not usually strong enough to affect giant-sized creatures.
89–90 Trapping Jar: When opened with the end pointed at a target no more than 10' away, this
small jar requires the target to make a saving throw vs. magic. If the target fails, he is sucked
into the jar and trapped in it, in a state of suspended animation, until such time as the lid
is opened again. Only one being can be trapped in the jar at any time. When this item is
found, there's a 2/6 chance the jar will contain someone or some kind of person or creature.
91 Two-sided Mirror of life and Death: if this hand-held mirror is held between a
corpse and a living person so that both are reflected on either side of the mirror, it will cause
the deceased to return to life and kill the living person. The living being has a saving throw
vs. magic to resist the effect if they are not actively willing to sacrifice their lives; if the saving
throw succeeds, the being can never be slain by the mirror, and the deceased can never
be revived by it. This is an item of sinister demonic magic, and whoever uses this magic is
damned by it. Any being revived by the mirror is not necessarily damned, but any Cleric,
Sufi, or holy person revived by the mirror will lose any divine miraculous abilities until they
perform some important act of contrition for the manner of their resurrection.
92–93 Wooden Sword: This blade has been magically crafted to be as sharp and tough as steel
despite being made of wood. It can hurt magical creatures immune to standard weapons. It
also has another power: normal animals will fear its ancient magic. When the wielder holds
the sword and concentrates for a full round, any normal non-intelligent animal within 30'
of the sword will have to make a saving throw vs. magic or flee in terror, continuing to do
so for 1d10 minutes. If an animal succeeds at its saving throw, it cannot be frightened by the
sword again.
94–98 Vajra Wand: originating from Tibet, this two-pointed wand of about eight inches in
length grants a +1 to all magic checks when held in hand.
99–100 Yellow Sword: a sword made of a strange yellow metal, capable of harming magical
creatures. But additionally, the wielder of the sword is immune to ALL magical effects while
he holds the sword in his hand. Note that this also includes any beneficial magical effects.

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ENCOUNTERS ALONG THE


ROAD

O
n almost any stretch of road or snowstorm). In most cases, any character with
connected to a city within the Silk Wilderness Lore will be able to get at least some
Road region, there will be at least one advance warning of its approach; how much will
encounter per day. These encounters vary. The travelers will either have to try to rush
may consist of nothing more than two groups to shelter or hunker down in place. The weather
passing each other. However, such meetings can event will typically last for several hours, but it
also lead to trade, exchanges of information, offers could last for several days in some cases. In all
of employment/aid, or conflict. The only cases cases, travel will be virtually impossible during the
where there is not likely to be any encounters will weather event.
be along secondary roads, small trails, or remote
areas of the region (particularly mountain passes) SPECIAL ROAD ENCOUNTERS TABLE
during unfavorable seasons.
Roll
Special Road Encounter
Use the following table on every occasion that 1d100
the GM wishes to roll for an encounter. A GM 1 Battle!
should probably wish to do this once per day of 02–07 Bureaucrats of the local kingdom
travel. However, such random encounters may be (1 administrator, 1d6 secretaries,
rolled less frequently along very isolated stretches 1d100 guards)
of road and more frequently when close to a
08–09 Jinn
large metropolis.
10–15 Animal Encounter*
BASIC ROAD ENCOUNTERS TABLE 16–17 Messenger (1 riding swiftly with an
Roll important message)
Basic Road Encounter
1d100 18–19 Supernatural Monster encounter*
01–40 Merchant Caravan (typically 4d6 20–24 Noble entourage (1d3 nobles,
loads of goods, 2d6 guards) 1d100 guards)
41–70 Peasants, traveling to/from the nearest 25–29 Local Warband (1d100)
town (1d100, 50% chance they have 30–35 Lepers
food to sell)
36–40 Undead
71–81 Weather
41–45 Hermit
82–100 Special, roll on “Special Road
46–49 Skirmish!
Encounters Table” on page 129.
50–59 Religious pilgrims, monks, or
“Peasant” results will be local farmers/villagers or Sufis (1d12)
local tribesmen. These will not be hostile unless 60–61 Secret Agent/spy for a foreign
there’s some very good reason for hostilities kingdom (1)
to erupt. 62–64 Local Brigands (2d10)
“Weather” results will vary depending on what 65–67 Sage/Magister (1 + 1d6 students)
region of the Silk Road one is traveling and what 68–73 Slave Caravan (1d100 slaves with
time of year. It could be a storm (dust, sandstorm, 1d6x10 guards and slave vendor)
* Choose or roll from surrounding wilderness area type.

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the PCs are criminals or wanted for some reason,


Roll this encounter is not likely to be dangerous,
Special Road Encounter
1d100 though perhaps the Bureaucrat might have some
74–76 Slaves, sold, in transport (1d20, use for the PCs, which he might pay them for, or
guarded by 1d10 guards) just conscript them if it’s official business!
77–85 Soldiers of the local ruler (2d6
Jinn: An encounter with a Jinn, a powerful spirit.
or 1d100)
See the monster section of this book for details.
86–92 Tax collector (1+2d4 assistants and The Jinn’s alignment and motives can vary as per
2d20 guards) the GM’s wishes.
93–95 Traveling Musicians/dancers (1d12
musicians and 1d6 dancing girls, Messenger: A single rider (private messenger
possibly with 1d12 bodyguards) or official) who does not want to stop under
any circumstances.
96–97 Mysterious Stranger
98–00 Vicious tribal/peasant bandits (2d10) Noble Entourage: Aristocrats of some kind of
a nearby city or state. They may be traveling on
some kind of diplomatic mission, heading to rural
DETAILS OF estates, traveling to the city, or going on some
other kind of expedition of their own agenda.
SPECIAL ROAD They may try to hire the PCs or make demands
of them.
ENCOUNTERS TABLE Local Warband: A troop of warriors who
RESULTS might be a private or mercenary army, soldiers
from a local city, or a group of raiders from a
foreign state. They could even be the advance
Battle: the caravan stumbles into the midst troop of an army in preparation for war. Their
of a battle between two large forces. Depending attitude toward the PCs could be friendly, neutral,
upon the region, it could be a battle between two or hostile, depending on their nature and what
bordering states, local warlords, or a group of their mission involves.
rebels/tribesmen against the dominant power.
Chances are the PC’s caravan will not be an Lepers: An encounter with 1d8
intentional target, but there’s always the beggars suffering from leprosy.
risk that they could be treated as They are likely still healthy
enemy forces by one or both enough to move around and
bands. If they’re still around will probably plead for food
at the end of the battle, the or alms on the highway. If a
victorious forces might devout character refuses to
consider their goods part of give alms, they may be filled
the plunder! with remorse and have to roll
a saving throw (WIS) to avoid
Bureaucrats: having a -1 penalty to all d20
Some form rolls for the rest of the day.
of influential
Bureaucrat, If there are equal or
perhaps a more lepers than
secretary, vizier, or the number of
magistrate, being wanderers they
escorted from one encounter, there’s
city to another of a chance (20% if
the kingdom. Unless they were given alms,

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VI : Encounters & Events

40% if they were refused alms) that the lepers may The agent is likely to be skilled and have several
try to attack the PCs. Touching or being touched levels of experience (typically either fighter or
by a Leper has a 6% chance (reduced by CON thief, though possibly a magister).
modifier) of being at risk of infection with leprosy,
requiring a saving throw to avoid contagion. Local Brigands: A band of brigands. They will
only attempt to rob the PCs’ group if they have
Undead: An encounter with Aleya, Bhuta, Preta/ superior numbers or feel confident that they can
Ghuls, or common walking dead. win a battle. Most Brigands will be level 0 or 1. If
there are 5 or more Brigands, they will be led by a
Hermit: An encounter with a lone hermit. character (typically a fighter or thief) of level 1-4.
He could be a holy man or sage living a life If there are more than 10 Brigands, they will have
of austerity, a reclusive magician or a sinister two level 1-4 leaders; and if they number 15 or
sorcerer, a madman, or some kind of witch. more, they will have two level 1-4 brigands and a
level 2d4 boss.
Skirmish: the PCs encounter a fight between
two groups, with 2d20 participants on each side. Mystic/Magister: A single magician, sage, or
The fighters could be local tribes quarreling, Sufi mystic accompanied by 1d6 students. The
rival caravans, local peasantry, or a small-scale leader will typically be of level 1d6+1, and half of
battle between the forces of two cities/states. his students will be level 0, the other half level 1.
The particulars of the situation will determine They are probably traveling to a nearby city, but
whether the PCs will be seen as targets by either they might instead be on some kind of quest to
or both sides. some isolated place of adventure. If they had cause
to, they might try to recruit the PCs to accompany
Religious Pilgrims: A group of ordinary
them.
pilgrims. Along most of the Silk Road, these
would likely be Muslims on the way to Mecca Slave Caravan: A merchant caravan
or Sufi/Shia on the way to the tomb of a Muslim transporting a large number of slaves. The caravan
saint. Further East could be Taoist or Buddhist will probably not be interested in the PCs, but the
pilgrims heading to some holy place or a group slaves being transported are potentially for sale.
of wandering Christian monks or Sufis. The
encounter will typically be with 1d12 pilgrims, Slaves, in transport: as above,
but it might be an encounter with except these slaves are already
a much larger group of pilgrims purchased and cannot be bought.
during the holy season of a given
religion. Usually, they won’t want Soldiers of a Local Ruler:
anything from the PCs, but there’s a A small or medium-sized troop
30% chance they might have had of soldiers on some kind of
some kind of problem and may wish official business. They might be
for the PCs to help or protect them. on patrol for bandits, heading to
or returning from some battle/
Secret Agent/Spy: Although skirmish, or on some more
this encounter is with a single specialized mission. They are
agent, there is a 60% chance the primarily level-0 soldiers but led by
agent is not traveling alone but with 1 sergeant of level 1d3 for every 10
some other group to blend in. They men (rounded up), and any troop
are on a mission (espionage, sabotage, or even of more than 30 men will also have a captain
assassination) for a foreign power. The agent/ of level 1d6. There is a chance (10% if the PCs
spy might travel with the PCs if they think it will outnumber them, 25% if they outnumber the PCs’
help them blend in better. However, the agent/spy group) that they might harass the party in some
would only reveal their true purpose if they had way; either suspecting them of banditry or some
some solid reason to think the PCs would keep other crime or demanding some kind of toll/bribe
their secret and be of some help in their mission. to continue on the road.

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Tax Collector: A tax collector of the nearest city/state, accompanied by guards. The tax collector
will probably want nothing to do with the PCs’ group, but there’s a chance (5% if the PCs don’t look
wealthy, 10% if they do; either odds doubled if the Collector’s guards outnumber the PCs) that they
might demand some ‘special tax’ to proceed. This is almost certainly illegal, but in many states could be
a hassle to take to court; obviously, assaulting a tax collector would be a severe crime.

Traveling Musicians: Musicians, dancers, and possibly some guards, heading from one city to
another to perform. If they’re heading in the right direction, the musicians might want to join the PCs
on the journey for safety.

Mysterious Stranger: An unusual lone stranger encountered by the PCs group. This “stranger” may
be an agent of the local state on some critical mission, an assassin, an aristocrat traveling incognito, a
mighty magician, Sufi mystic, sage or cleric on a quest of importance, a shapeshifting jinn, a demon or
other monster in disguise, or anything else that the GM might wish. The stranger might, in some cases,
be accompanied by 2d4 mid-level guards. Whatever the stranger’s purpose, the GM should strongly
consider making it the setup for the PCs to be dragged into some kind of adventure. This could involve
the stranger recruiting the PCs, forcing them to aid in the stranger’s cause, becoming an enemy to the
PCs, or offering them support as a Patron.

Vicious tribal/peasant bandits: A group of local bandits, either commoners from the nearby
countryside or tribesmen, who have taken to banditry out of desperation. They are most likely to be
poorly equipped and relatively untrained (commoners will all be level 0 except for one character of level
1-3; tribesmen will all be level 1 except for one character of level 2-4). As a result, the bandits will only
attempt to attack the PCs’ party if they outnumber the PCs’ group or feel very secure that they would
intimidate or defeat them in a fight.

CARAVANSERAI

T
here may be scattered villages, farms, and even larger manor-holdings along any road.
However, where there is more than one day’s travel from one city to the next, a Caravanserai
will often be located. A Caravanserai is of crucial importance to travelers, be they,
merchants or adventurers. Only more peripheral pathways in isolated areas will be absent of
Caravanserai.

Along the more well-traveled areas of the Silk Road, you can assume that there will be one Caravanserai
located at roughly every day’s worth of travel along a stretch of road. In more isolated regions,
the chance might be 5 in 6, 4 in 6, or occasionally 3 in 6. On the other hand, in very peripheral
roads, trails, or some mountain passes, there may be no caravanserai at all. Additionally, in areas
afflicted by conflict, it is sometimes possible that the local Caravanserai might be shut down or have
been attacked/destroyed.

A caravanserai is technically an inn, but most Caravanserai are relatively large complexes. They may
have surrounding farms and considerable stabling facilities to accomplish the needs of multiple
caravans at a time. Some include a small market, a dining and drinking hall, and both shared and
private quarters. In some areas, a caravanserai may even have a mosque, shrine, or other facilities (in
some disreputable cases, the services of prostitutes, for example). Caravanserai in frontier regions will
actually have defensive walls, making them look like small fortresses.

Thus, Caravanserai will be important places for trade and gossip, acquiring news, restocking supplies,
etc. In addition, ample games of chance are often played in the dining hall (which is also likely to have
a variety of alcoholic drinks, in any areas except for the most fundamentalist of Muslim regions), trades

132
VI : Encounters & Events

and deals are made amid tables of hookah and hot tea, and potential employment opportunities can
be presented (the GM can make use of the Employment/Mission table, as in cities, see below). See the
Appendix of this book for random events and details in Caravanserais.

Sleeping in the common hall is usually the cheapest option for an overnight stay at a caravanserai.
Still, characters that appear to be wealthier than the average peasant or laborer will be at risk of being
targeted for theft of their possessions. Any character who does not appear to be very poor has a 5%
chance (any night sleeping in the common hall) that a pickpocket will attempt to rob them while they
sleep. This requires a perception check vs. the pickpocket’s skill, usually between +2-6. Additionally, the
pickpocket usually gets a +4 bonus for the darkness and the fact that the PC is often asleep during the
attempted theft.

ENCOUNTERS IN THE CITY

C
haracters will, of course, “encounter” all kinds of people every day, but in each day, there is a
chance of a significant encounter of some kind. GMs can roll at random to determine if on a
given day (or night out) characters have an encounter of importance (it would be suggested a
1 in 6 chance in towns, 2 in 6 in cities, and 3 in 6 in major cities), or the GM can simply roll
on the encounter tables as needed. To determine the encounter roll D%:

CITY ENCOUNTERS TABLE

Day Night
Basic Road Encounter (number appearing, and level)
Roll 1d100 Roll 1d100
1 01–03 Assassins (not necessarily Ismaili) (1-3)
2–12 04–08 Beggar (may have useful information) (1-2)
13–20 09–19 City Guard (2d8 level 0 + 1 level 1-4 fighter)
21–23 20 City Public official (1 + 2d8 guards)
24–25 21–22 City Secret Police (1-6 agents, may be disguised)
– 23–24 Cut-Throats (1d10 level 0 + 1 level 1-4 thief)
26–27 25–28 Drunken ruffians (1d4+1)
28–30 29–30 Foreign Merchant/Diplomat (1 + 1d12 bodyguards)
– 31–33 Ghost, Bhuta (1)
– 34 Demon, Hal (1)
31 35–38 Giant Rats (2d4)
32–34 39–40 Idle Noble, Male (1+1d4 servants/slaves)
35–38 41–44 Idle Noble, Female (1+1d4guards+1-2 slaves)
39–42 45–49 Mercenary sell-swords (3d4, level 1)
43–44 50–51 Mercenary warrior (one, level 1d4+1)
– 52–54 Living Dead, Preta (4d4)
45–54 55–57 Merchant (1d3, with 1d8 guards)
55–59 58 Merchant's wife (1, possibly in distress)
60 59 Christian Priest or Cleric (if cleric, level 1d4+1)
61–63 60–62 Musicians/dancers (1d6)
64–65 63–64 Scholar (1)

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Sword & Caravan

Day Night
Basic Road Encounter (number appearing, and level)
Roll 1d100 Roll 1d100
66–67 65 Pishacha (flesh eating shape-shifters) (1d4+1)
68–74 66–68 Sufi or Buddhist/Taoist monk (+ 1d4 1st level acolytes)
75–76 69–73 Prostitute (1)
77–78 74–76 Biyaban (1)
79–81 77 Religious pilgrims (3d4)
82 78 Jinn (1, probably disguised)
83–84 79–80 Magister/wizard (1+1d4 followers or students)
85 81 Spy for a foreign nation (1)
86–89 82–85 Thief (1d3)
90 86–89 Town Drunk (1d3)
91 90 Royal Champion or Guard Commander (1)
92–99 91–98 Watchmen (city watch) (1d6)
– 99 Witch or Cultists (1 or 2d6)
00 00 City Ruler (accompanied by many guards and attendants)

Note: Any encounter can potentially lead to combat or possible offers of employment.

POSSIBLE MISSIONS/EMPLOYMENT TABLE

Roll
Mission
1d100
01–03 Assassinate a noble
04–09 Bodyguard for a noble
10–19 Fight in a duel for the employer
20–22 Fight in the wrestling/martial-arts arena as a gladiator
23–28 Join a hunting party to find a specific animal/monster
29–34 Join an army in a war or raiding party
35–45 Join an expedition/raiding party to tribal/enemy lands
46–56 Political intrigue/spying/theft, in the same city
57–67 Political intrigue/spying in a foreign region
68–78 Travel with a trading caravan
79–89 Travel to a foreigner’s home city to deliver a message
90–97 Travel to find an artifact or person
98–00 Travel to the wilderness to obtain a treasure

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EVENTS IN CITIES/REGIONS

A
ny time characters reach a new city, town, or region, the GM may wish to roll randomly or
select an event that is currently going on in the area. Likewise, new events can be rolled when/
if PCs return to the area to create a sense of change and development happening in the world
around the PCs outside of those changes caused by their own actions.

The GM should check for City/Region events ahead of time so that if the result is significant, the PCs
might hear rumors of what to expect before they arrive.

EVENTS IN CITIES/REGIONS TABLE

Village/
City Town
Region Event
Roll 1d100 Roll 1d100
Roll 1d100
01-08 01-07 01-08 Bandit Activity
09-19 08-14 09-13 Fire
20-25 15-21 14-23 Corruption

22-25 24-27 Execution

26-32 28-32 Seasonal Market
26-33 33-39 33-42 Famine
34-35 40-44 43-52 Fear and Paranoia
36-40 45-49 53-57 Flood or Drought
41-50 50-59 58-67 Harsh Cold or Heatwave

60-62 - Important Construction
51-53 63-65 68-72 Inter-faith Conflict or Persecution
54-61 66-68 - Important Visit/Delegation

69-70 73-74 Important Wedding

71-72 75-76 Mourning
62-65 73 77 Notable Visitor
66-74 74-79 78-82 Plague
75-86 80-84 83-87 Religious Festival
87-90 85-89 88-89 Security Crisis
91-98 90-97 90-95 War or Rumors of War
99-00 98-00 96-00 Natural or Man-Made Disaster

† These events are so common in large cities that it can be assumed they are happening either constantly or regularly.

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DETAILS OF EVENTS IN CITIES/REGIONS


TABLE RESULTS
Bandit Activity: Bandits have been harassing the area around the settlement, causing all kinds of
havoc.

Merchants are reluctant to leave the safety of the city or town, and villages are in danger of being
directly attacked. As a result, authorities in cities have set up patrols of the region. Therefore, when
approaching or leaving the area, the GM should make an additional encounter check for the possibility
of a bandit raid from a large party of 4d10 bandits. Also, unless the characters are of great renown or
include classes of upstanding moral reputation, there is double the usual chance they might attract
unwanted attention from the suspicious local authorities.

Fire: In the medieval world, fire is a perilous problem for any settlement. Fire can cause devastating
harm, particularly in the poorer areas of cities and towns where habitations are tightly packed. For
example, if there is a Fire event, there’s a 10% chance that a house or building owned by the PCs could
be burned down entirely in the blaze, but only a 5% chance if it is in the wealthiest part of town.

Corruption: The local administration is rife with corruption. The city administrators will mainly
harass merchants, demanding special “taxes” (actually bribes). Local magistrates might be in league
with local gangs of thieves or other criminals, or some local governor might have delusions of grandeur.
Those who get in the way of the administration may find themselves executed. Visiting PCs may be
confronted with having to pay some obscure tax as a bribe to operate in the city, with the consequence
of being charged under some obscure law if they disagree. Conversely, suppose the PCs have some kind
of special status or local authority. In that case, the corrupt officials may ingratiate themselves to the
PCs, try to cover up their misdeeds, or possibly even offer them bribes if they think the PCs would be
amenable to it.

Execution: a local criminal, religious dissident, or person of note is about to be put to death. The
locals will either be exuberant and in a festive atmosphere (if the person to be executed was despised),
or they will be angry and resentful (if they think it is an injustice).

Seasonal Market: While in the big cities there are always huge markets at work, in smaller towns
and rural villages there are certain days of the year when big markets take place. These could be
specialist markets (for horses, wool, camels, etc.) or general markets held to coincide with important
festival dates. In addition to the business opportunities, there will be jesters, acrobats, musicians, and
poets, as well as pickpockets and thieves. This will be an excellent time to buy and sell merchandise,
get information, exchange contacts, or find patrons. The large number of people coming to the town or
village means the likelihood of unwanted attention from authorities is halved.

Famine: Whether due to bad harvests/weather, bandits, war, economic uncertainty, corruption, or evil
witchcraft, food has become scarce. In big cities, this means food costs could be doubled, tripled, or
worse. The rich will still eat, but the common people will go hungry. Crime and instability will increase.
Hunger is endemic in towns and rural areas, and food will be hard to come by (and could cost as much
as ten times the average price). Much of the food will be in inferior condition, and if the famine has
been going on for a while, disease may be spreading as well. If the PCs are transporting food, they can
sell at a premium but may also become targets for theft.

136
VI : Encounters & Events

Fear and Paranoia: The area is rife with of new people in town means that any chance of
rumors of murderers, foreign spies, rebellion, getting unwanted attention from the authorities
or evil sects. These may or may not be real. The is halved.
authorities may be trying to deny the rumors,
or they may be paranoid as well, thus increasing Inter-faith Conflict or Persecution: The
the levels of mistrust. This could lead to a reign city is caught up in a conflict between religions. In
of terror or a witch-hunt in the worst cases. much of the Silk Road, this is most likely between
Outsiders may be viewed with mistrust, and two competing sects of Islam (Sunni versus Shia,
chances of unwanted attention are doubled. On or Sunni vs. Ismailis, or Shia vs. Ismailis). Still,
the other hand, if the PCs are of exceptionally it could also be a conflict between Muslims and
high reputation, they may be hired to deal with Christians, Muslims and Magians, or Muslims and
the perceived menace. Jews. Further East, it might be a conflict between
Muslims and Buddhists or Taoists. It could even
Flood or Drought: Much of the Silk Road lies be a conflict between Muslims of two rival schools
amid arid areas, so the risk of drought is ever- or rival schools of Buddhism or Taoism.
present. A drought will lead to a severe risk of
crop failures (potentially leading to famine later In some cases, the authorities could be engaging
on), and water prices will be at a premium. in state-backed persecution of a religious
minority; in others, they may be turning a blind
Conversely, many cities and towns are built on or eye or actively trying to stop a conflict. In all
near rivers. In the local environment, unexpected cases, there will be a high level of paranoia. If
levels of rainfall (either in the city itself or in the PCs do not clearly belong to the faith that is
the mountains from where a river originates) engaging in the persecution, there’s a high chance
could cause a destructive flood. The flood could they will be suspected of being on the side of
destroy farmland or buildings, as the river’s water those being persecuted (assuming one side is
level rises 1d8 feet and overflows its banks. In doing the bulk of the aggression).
addition to the damage to infrastructure, for the
next 2d4 weeks after a flood, the cost of many Important Visit/Delegation: The city is
goods (fundamental necessities) will double, and being visited either by a member of the state’s
availability will drop by half. ruling family (if this is not their capital), by an
influential dignitary/royal of another local state,
Harsh Cold or Heatwave: Prolonged periods or some significant representative of a far-off
of extreme cold or heat in the area can cause foreign state. Much opulence will be involved
serious problems. People will die of exposure in greeting the visitors, and of course, there will
in severe winters, particularly among the poor. be heightened security in the city in the form of
People will also be more vulnerable to the flu and guards. If the visit is a peaceful diplomatic one,
other diseases that affect the constitution. In a the chances of PCs getting unwanted attention
heatwave, people can die of heatstroke, and food from authorities is halved. However, if the visit
products can rot more quickly, potentially leading involves some kind of risks (i.e., if these are
to the spread of disease. delicate negotiations to avoid a war, or there’s
a threat of assassination or distrust), then the
Important Construction: A local town or chances of unwanted attention are doubled.
village/region is engaged in building a significant
structure. It could be the fortification of walls, Important Wedding: Someone from a high-
a new palace, mosque/temple/monastery or ranking family in the town or village is getting
mausoleum, aqueducts, or other important married. Weddings in most cities on the Silk
buildings. Workmen, architects/masons, Road will tend to be multi-day affairs, even for
and merchants will all have come into town humble families. When someone from a family of
to participate in the infrastructure project, great wealth or power is wed, this will bring days
invigorating the locale. In addition, the number of celebration. There will be decorations, music
and dancing in the streets, food distributed to the
poor, possibly parades, and in some cases special

137
Sword & Caravan

public religious events. There’s a chance that if the Security Crisis: The city is in the middle of
PCs look aristocratic, wealthy, or powerful, they a severe crisis of violence. It could be a crime
might be mistaken for guests to the wedding. wave, a revolt, or in the cases of smaller towns or
villages, even an occupation by bandit tribesmen.
Mourning: A notable member of the community Obviously, many standard services could be
(a member of the ruling family, a wealthy family, disrupted, and if it is possible to sell or buy
or a venerated religious figure) has died, and merchandise, their prices are doubled. Moreover,
the community is mourning their death. In the suppose the PCs do not seem highly respectable.
eastern areas of the Silk Road, official mourning In that case, the chances of drawing unwanted
in accordance with Confucian tradition means attention from the authorities are doubled,
that if the person was of great importance, much as they may be suspected of being criminals,
or all of the community could be in mourning revolutionaries, or foreign agents. Obviously,
for up to three months (and the families of the the PCs could be targeted for crime or violence
deceased would be officially mourning for months as well.
or years). In the Islamic parts of the Silk Road,
the mourning period will be for three days. If the War of Rumors of War: The city is either at
deceased were a person of great importance to the war, or there is the imminent threat of war. If
community, there might be great doubts about the city is in a border area between two powers,
what will happen in the future. this might involve an invading enemy force from
a neighboring state. It could involve a major
Notable Visitor: Some relatively famous and/ incursion of an army of tribesmen coming from
or respected person is visiting the location. This the less civilized regions around the Silk Road
could be a famous warrior, sage, religious figure, (the northern steppes, the lands of the Mongols,
poet or musician, doctor, magician, Sufi mystic, or the Tibetan plateau, etc.). There could be an
any other person of importance. army amassing in the city in preparation, or
the PCs might arrive during a siege, where the
Plague: The location is infested with the plague.
invading army has surrounded the city, or amid a
The standard chances of infection apply to any
full-scale battle.
PCs in the area. People of wealth and power will
often leave the area for safer environments, and a Natural or Man-Made Disaster: The city
great deal of commerce will be utterly shut down. has been struck by some kind of disaster
If they are even available, prices on all products very recently. It could be a mighty
will be tripled. Additionally, if the PCs seem windstorm or sandstorm,
disreputable, are not of the dominant faith of the an earthquake, or
area, and/or include obvious magicians, they may an insect plague.
draw unwanted attention as the authorities seek Conversely,
someone to blame for the disease. it could be the
collapse of a significant
Religious Festival: One of the city’s religions
building or the collapse of an
(probably the dominant one, but the GM could
oasis. People will obviously be
roll to see if it is a minority religion) is engaged
on edge and blaming
in a significant festival. It could be one of the
everything from
major feasts of Islam, Christianity, or Buddhism,
divine punishment
or a more regional celebration of a local saint,
to witchcraft. Some
martyr, or the commemoration of a Sufi mystic.
services may be
For the most part, the city (or parts of it) will be
seriously disrupted.
in a reverent mood, though some services may be
disrupted. If the city has religious conflicts (either
between rival schools/denominations or between
different religions), there’s a chance that the
festivities could turn violent.

138
VI : Encounters & Events

UNWANTED ATTENTION

I
n any village, town, or city, there is a chance that strangers could be looked at with some
suspicions by authorities. And the stranger the strangers are, the more likely it will be. Usually,
people who are just passing through along the Silk Road will be left alone. Still, if someone
lingers in a location for more than a few days, there’s a chance that the local authorities or other
influential people in the location might think of the PCs as some kind of a problematic element. In
either case, the PCs might be asked to leave town, or might be taken prisoner, or just attacked.

The chance of gathering unwanted attention begins if the PCs have remained in the same location for
more than a certain period of time. This varies by location:

² Village/rural: 1d4+1 days


² Town: 1d6+1 days
² City: 2d6+1 days

The base chance of attracting unwanted attention varies similarly:

² Village/Rural: 20%
² Town: 10%
² City: 5%

Note: The base chance of attracting unwanted attention is doubled (40%/20%/10%) if the characters
do not look like typical merchants and are clearly distant foreigners.

Add the following modifiers to the base percentage chance of attracting unwanted attention. See
“Percentage Chance of Attracting Unwanted Attention Modifiers Table” on page 139.

PERCENTAGE CHANCE OF ATTRACTING UNWANTED ATTENTION MODIFIERS


TABLE

Character’s Actions Modifier


The characters look or act as though they are users of magic but not holy men +20%
The characters have engaged in a fight or otherwise caused trouble in the locality +20%
The characters are clearly not followers of the dominant religion of the region +10%
The characters include people who look highly unusual or deformed +10%
The characters have some kind of wild animal or monster with them +10%
The characters include a holy man of the dominant religion -20%
The characters include an obvious holy man of another religion not outlawed in the region -10%
The characters include someone who appears to be an aristocrat -10%

Note: Obviously, if the characters cause significant problems or severe damage in the locality, the GM
can simply decide that they automatically generate unwanted attention.

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ROYAL ATTENTION
At times, the ruler of a city or state where the PC has spent a certain amount of time (particularly if the
PC is a property owner) may find themself hearing about the adventurer and wishing to either reward
or make use of him in the service of the state. PCs who perform incredible feats of bravery, have notable
(publicized) adventures, or make great shows of wealth, piety, generosity, or skill may end up being
called before the ruler for some mark of favor or displeasure. The following random table may be used
to determine sample attention (most of these results can occur more than once):

ROYAL ATTENTION TABLE

Roll
Type of Attention
1d100
01-10 Establish and defend a frontier landholding: The ruler asks the character to
establish a landholding (granted by the ruler) of at least 20,000 dirham value in a frontier
region of the state. This is either on the border with a hostile state or a wilderness area (this
holding may or may not already have a fortified manor house included with the grant). The
PC will be expected to police this area.
11-20 Courtier Service: The PC is expected to remain in the capital, to act as an adviser to the
ruler for no less than six months.
21-30 Land Gift: The PC is given a landholding worth 20000dr in a central part of the state
(usually including a manor house on the land), which he is expected to maintain; selling or
giving away this holding would be seen as an insult.
31-40 National Income: As a mark of favor, the PC is given some minor title that requires no
particular work but grants him an annual income of 1d6+4 x 100dr. Of course, he must
remain in the territory to earn it.
41-50 Military/social title: The PC is given an unpaid title of military commander (if a
fighter class) or a member of the ruler's administration (if any other class). This brings
honor and influence (though not so much as a courtier) and also great responsibilities,
requiring that he remain in the realm for at least 4 months of every year. A military
commander will also be expected to lead forces into battle if there is a conflict.
51-60 Loan requested: The ruler requests a loan of at least 10,000dr (more if the PC is known
to be extremely wealthy) to cover some dire personal or treasury expense; this "loan" will
only have a 10% chance of being paid back (without interest) each year.
61-70 Tribute demanded: The ruler demands a tribute as a show of loyalty or good intentions;
this tribute must be valued at 1d20x1000dr (more if the PC is known to be extremely
wealthy).
71-80 Present/Reward: The ruler wishes to reward the PC with a "small" gift, which could be
in the form of a weapon, armor, a horse and/or carriage, fine silk clothes, a mansion in the
capital, or even a magic item.
81-90 Royal visit: The ruler will visit the PC's home or landholding, which will involve a cost to
the PC of 1d4x1000dr for the ruler to be satisfied by the PC's hospitality. If the PC does not
have a home in the ruler's territory, he will instead have a feast in honor of the PC, which
will still require the PC to spend 1d4x100dr in preparations, clothing, and gifts.

140
VI : Encounters & Events

Roll
Type of Attention
1d100
91-95 Social Promotion: The ruler rewards the PC with a higher status. Any PC who is not
yet a citizen of the state is granted citizenship (with all the rights and duties that entails).
Those who are already citizens are given a title of administrator, judge, or governor, or
some similar title of tremendous honor and influence. Characters who already have such a
title are given the office of a magistrate. Magistrates have the authority to act in the king's
name anywhere in the kingdom. Characters who already have that title are offered a Royal
position by marriage in the ruling family.
96-00 Removal of title, landholding, or citizenship: The ruler feels distrust or dislike
of the PC (either for legitimate reasons, out of personal paranoia, or because of falsehoods,
rumors, or lies told to him by unfriendly or jealous courtiers). If the ruler had previously
given the PC a landholding, a place in his court, a gift of land or income, a title, or other
honor, he will revoke one of these. If not, and the PC has lands or properties in the
kingdom, the ruler will confiscate one (possibly as a test of the PC's loyalty based on his
reactions). If none of these apply, the ruler may temporarily exile or permanently banish the
PC from his territory. Depending on the ruler's personality, he may state all this in either a
polite or threatening manner.

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JUSTICE
LAWS AND
to manage the complexities of jurisprudence or
(more commonly) are used in personal lawsuits

PUNISHMENTS
over land or business disputes. These lawyers will
usually charge a fee of 1/8th (or 12.5%) the value
of the lawsuit to represent their client; in criminal

M
ost areas of the Silk Road are governed cases, their fees will be the equivalent of hiring a
by Islamic law. However, this law is sage.
not codified singly but governed by
different rules of jurisprudence. This Unlike in most European courts, there is no
means that the specific judgments of crimes and possibility of appeal for a judgment in these
classification of punishments can vary from one court cases.
state to the next. In general, Islamic Law tends to The following are some of the crimes and their
have very high standards for finding guilt. punishments as would typically be applied in
This often requires credible evidence of multiple the courts:
reliable witnesses (by tradition, four are required,
and the majority must be known to be law- Crimes & typical
abiding and pious men) and the absence of the
slightest doubt. In turn, punishments for guilt are
punishments
relatively harsh. Unfortunately, however, in most ² Apostasy (converting from Islam to
states in the current time, these high standards another faith): Execution
for finding guilt are not always lived up to (while ² Assault causing bodily harm:
punishments tend to maintain their severity). Compensation to the victim, or corporal
punishment equivalent to the harm.
Islamic trials are never done by a jury, only by ² Assault causing permanent
qualified Islamic Judges. Prosecutors are not used mutilation: Compensation to the victim,
in trials. However, lawyers can be hired as experts or equivalent mutilation.
² Banditry, without physical injury or
death: Banishment.
² Banditry, with injury: Amputation of
the right hand and the left foot.
² Banditry, with death: Execution
² Drinking Alcohol: 40 lashes. This
punishment is never applied to non-
Muslims, and at the present time, is rarely
applied anywhere, except in cases of public
drunkenness.
² Fornication (intercourse outside of
marriage, including sodomy): If the
perpetrator is an adult, death by stoning.
Otherwise, 40-80 lashings. Unwilling
participants are not punished.
² False witness (perjury) in cases of
murder, theft, or fornication: 80
lashes.

142
VII : Justice

² Murder, accidental, of a Muslim:


Two Months imprisonment and fasting, or Minor Offenses
payment of 7,200dr to the family, or pay for ² Corruption, accepting bribery, or misuse
the liberation of a Muslim slave if the victim of power by government officials or Islamic
had no family. judges
² Murder, accidental, of a non-Muslim: ² Eating food considered “Haram” (unlawful
Two months fasting, or payment of 3,600dr to food to Muslims), or a Muslim found to eat
the family, or the liberation of a Muslim slave. during fasting hours in Ramadan (unless they
² Murder, intentional, of a Muslim: are exempt because of illness or age)
Death, or payment of 7,200dr to the family, or ² Espionage (if it does not amount to treason)
the liberation of a Muslim slave if the victim ² Kissing someone to whom you are not related
had no family. ² Perjury or encouragement of perjury in cases
² Murder, intentional, of a Non- of minor offenses
Muslim: Death, or payment of 3,600dr to ² Public criticism of Islam that does not
the family, or payment for the liberation of amount to Apostasy
a Muslim slave. If a Muslim slays a non- ² Publicly questioning the judgment of an
Muslim who was not a resident of the state Islamic Court
and/or had not paid the jizya tax, the penalty ² Theft of an object left unattended out in the
is two months imprisonment and fasting open, which could be considered abandoned
or payment for the liberation of a Muslim ² Visible Flirtation without fornication outside
slave. If the murder victim was an apostate of marriage
from Islam, then no penalty whatsoever is ² Using false measures or scales to determine
applicable. the value of goods
² Property Damage: Payment of the
estimated value of the property.
² Theft: amputation of the hand.
² Treason or Rebellion (against a
Muslim ruler): Death, but rebels must
be given the opportunity to surrender and
submit before punishment can be applied.

Note: In all cases of payments to individuals as


compensation for death or property damage,
the victims or families of the victims can
willingly choose to forgive the debt.

The following minor offenses are potentially


punishable by various penalties, ranging
from public rebuke/humiliation to 20 lashes.
How often any of these are prosecuted varies
according to the conservatism of the locality.

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The penalties a Judge could apply were carefully


Lashing codified, most of which could also be remitted by
Rather than the thicker whips used in European payment of a fine:
punishments, the punishment of “lashes” is
1. Lashings: These are performed with a thin
carried out with a thin rod. For every 5 lashes
bamboo cane with effects similar to those
delivered, the condemned suffers 1d4 points of
listed above. Punishment could vary from 10
damage. The law states that anyone who is ill or
– 100 lashes, each with an equivalent fine:
injured will have the penalty postponed until they
recover. If the victim loses consciousness during LASHINGS TABLE
the lashing, the remainder of the punishment is
postponed for one or two days, giving some time Lashes Alternative Fine
for recovery. Nevertheless, a victim can die from 10 600wen (300fals)
lashing.
20 1,200wen
There is a 4% chance (modified by CON) of 30 1,800wen
infection for every 10 lashes administered. 40 2,400wen
Therefore, anyone who receives more than 30
50 3,000wen
lashes as punishment must make a saving throw
(modified by CON) or suffer a permanent loss of 60 3,600wen
1 point of CON from their ordeal. 70 4,200wen
80 4,800wen
CHINESE LAW 90 5,400wen
100 6,000wen

I
n the non-Muslim territories of the Liao,
Xia, Jin, and in the Song empire, the very 2. Penal Servitude: This punishment
ancient codes of Chinese law are used involved imprisonment combined with forced
instead. These codes are enormous, highly labor; common forms of labor involved
detailed rules, requiring that the Judges in these grain-grinding, rock cutting or mining, or
lands be exceptionally well versed in a highly menial labor in frontier areas.
codified system of law and punishment. Sentences ranged from 1-3 years.
One year of penal servitude could be remitted
While there are far too many laws to detail them by paying a fine of 12,000wen, two years by a
all, the GM can assume that many of the same fine of 18,000wen, and three years by a fine of
(non-religious) acts that would be considered 24,000wen.
crimes in Europe or in the Muslim areas of the 3. Exile: A common punishment for scholars
Silk Road would likewise be crimes in the lands and administrators accused of dangerous
under Chinese law. In addition to those common ideas, but exile could also apply as a
laws, there are more particular laws such as those punishment for ‘white-collar crimes.’ Exile
against illegal entry into forbidden areas (imperial is too distant frontier regions of the empire,
palaces, city walls, gatehouses, or frontier towers), referred to in Chinese poetry and art as
corruption or injustices committed by officials the “Shan-Shui,” “the Land of Rivers and
(selectively prosecuted), and the hiring/raising Mountains .”For the sophisticated urbanites,
of armed guards or troops without authorization this was seen as terrible suffering. In theory,
(usually seen as a prelude to rebellion). exile is for life, but there is always a chance
Additionally, rules against forgery have become that if the political environment changes, a
particularly important since these areas developed pardon might be obtained, or allies of the
paper money. exile pay the fines, the exile might have the
chance to return to civilization. Attempting to
return to civilized lands without a pardon or
remittance is punishable by death.

144
VII : Justice

Exile is always to a frontier region at least 600


miles away from the capital, and remittance
fines are between 30,000-36,000wen.
When this penalty is applied to foreigners,
they are essentially ordered to leave the entire
territory and forbidden from returning on
pain of death.
4. Death: the death penalty was applied only
to very severe crimes, and execution was
by one of three methods: Strangulation,
Beheading, or “Linchi,” known as “the death
by 1000 cuts,” where the condemned was tied
to a wooden frame and killed by a series of
slow slicing cuts (resulting in a lengthy and
horribly painful death). In cases of death- ² Filial Abuse: to assault, falsely accuse, steal
penalty offenses that are not due to treason, from, or cause legal strife for one’s husband,
an official or aristocrat will be allowed to parents, or elderly relatives.
commit suicide before being executed. ² Filial Incest: to sleep with the wife
or concubine of your father, uncle, or
There are ten categories of death-penalty grandfather.
offenses, which are in fact the most
common crimes punishable by execution,
which cannot be remitted with payment
of a fine; these categories are known as the
“Ten Abominations .”In the case of any
other death-penalty offense besides these,
remittance can be paid for with a fine of
42000wen.

The abominations are:

² Rebellion against the Emperor


² Intentional damage or destruction of Imperial
palaces, temples, or tombs.
² Treason or espionage
² Public disrespect against the Emperor or the
Imperial family.
² Patricide: the murder of one’s parent or
grand-parent.
² Murder of Superiors: killing a
government official, a teacher, or a superior
officer.
² Depraved Murder: Killing three or
more innocent people, or defiling a body
after murdering, or murdering by poison or
witchcraft.
² Filial disrespect: abusing one’s living
parents or grandparents; or engaging in
entertainment during the traditional period
of ritual mourning after a parent’s death (the
period being three years).

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SURVIVAL
EXTREME Cold
WEATHER
In situations of severe cold (around freezing
temperatures), characters will also need to make
CON-based saving throws every 4 hours. If

S
ignificant portions of the Silk Road characters wear heavy, warm clothing, they will
occupy areas of extreme heat and cold. get a +4 bonus to the saving throw. On the other
hand, if they are severely undressed or wet, they
Heat will have a -2 penalty to the save.

In the scorching heat of desert COLD SAVE EFFECTS TABLE


environments (above 35C/95F), characters
Fails Effects
will have to make a CON-based Saving Throw
against heat every 4 hours that they are engaged 1st Fail the character has a -2 penalty to
in basic activity. However, this saving throw is all D20 checks based on physical
unnecessary if the PCs are completely sedentary. activity, including combat.
2nd Fail the penalty goes up to -4
Characters wearing metallic armor or furs will
have a -4 penalty to the save. 3rd Fail The penalty above remains, and it
now applies to ALL d20 rolls. The
HEAT SAVE EFFECTS TABLE character also takes 1d4 temporary
CON damage.
Fails Effects
4th Fail The above penalty remains, and
1st Fail the character has a -2 penalty to the character takes another 2d4
all d20 checks based on physical temporary CON damage.
activity, including combat.
5th Fail The above penalty remains, and
2nd Fail the penalty goes up to -4 the character will take another
3rd Fail the penalty goes up to -6 and now 3d4 temporary CON damage
applies to all d20 checks and will continue to do so on
4th Fail the penalty above remains, and the every subsequent save if they are
character can now move only at still alive.
half speed, and their CON score is
reduced by half. Note: The effects of every failed cold save are
cumulative. Spending 4 hours near a heat
5th Fail the character collapses into a coma
source (i.e., a fire) will reduce one level of
from heatstroke and will die unless
effect. However, any character who reached the
treated with rest and hydration.
fourth or higher level of effect will need to make
another CON-based saving throw to avoid
Note: The effects of every failed heat save are losing the use of a hand or foot (determined
cumulative. For every four hours of sleep, a randomly) due to frostbite.
character will reduce one level of effect, but only
if they are also keeping themselves hydrated. In cases of extreme cold, conditions well below
freezing like those found in high mountain areas,
If characters are in temperatures between the frequency of saving throws increase to rolling
25-34C(77-94F) but insist on wearing metallic every two hours, assuming the characters have
armor (or cumbersome robes or furs), they will
also have to make checks against heat as above.

146
VIII : Survival

heavy clothing. If they do not, it will be checked Characters can live without sufficient water for 36
every half hour, and if they are severely undressed hours. After this, for each hour deprived of water,
or wet, it will be checked every 10 minutes. the PC must make a saving throw, modified by
CON. If he fails, he loses 1d4 points of temporary

FOOD AND WATER CON. Note that these points do NOT recover
by rest until the character has been re-hydrated,
nor can these points be recovered by magic and
Characters require access to food and water in miracle unless the character is re-hydrated. As
order to survive. However, in the wilderness usual, if the character’s CON is reduced to less
around the Silk Road, there are places where than 3, he is incapacitated, and at 0 CON, he dies.
one might have great difficulty finding either.
If characters are reduced to trying to find food From the first time the character loses CON from
and water in the wild, those who aren’t native to water deprivation, the character will have a -2
the desert will require a DC20 wilderness lore penalty to all D20 rolls. This will remain so until
(WIS) check to succeed at finding water and food they can re-hydrate.
sources. These will typically be areas where there
is water, and therefore food in the form of plants Characters can live without sufficient food for up
or wildlife, and thus a character might be able to to 3 days. After this, for each day deprived of food,
build up supplies before moving on. However, the PC must make a saving throw modified by
almost no useful part of the desert will not already CON. If he fails, he loses 1 point of CON, which
be known to the local nomads. Because of this, will not recover through rest or healing of any
every day that the PC is in such an area, there means until he gets food.
will be a chance (depending on how close it is to The first time the character loses CON from
the more heavily trafficked trade routes) of local starvation, he will have a -2 penalty to all
nomads finding the PC. These may or may not d20 rolls. This will remain so until getting
be hostile (GM’s choice or roll on the “Random sufficient food.
Tribesmen” tables in the appendix).

147
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CHRONOLOGY OF THE SILK


ROAD
A Short Chronology of Past and Future Events
1188:

A
lthough the default setting material
presumes that the PCs start in the year ² Henry II Curtmantle of England and Philip II
1192, information about the preceding Augustus of France meet with each other and
years is also included. This is done to agree to both go on Crusade. However, Henry
present both player and GM with a historical dies before they can set off. He is succeeded
background of the campaign setting and to allow by Richard Lionheart.
the GM the option to run a “crusader” campaign.

1186:
² The child-king Baldwin V of Jerusalem dies,
with no remaining male heirs in his line. His
mother Sybilla is crowned Queen and her
husband Guy de Lusignan King of Jerusalem.
² Raynald de Chatillon, Lord of Outrejordain
and a vassal of Jerusalem, raids a merchant
caravan going from Egypt toward the Silk
Road, breaking the peace treaty between
Jerusalem and the Muslim kingdom of
Saladin. 1189:
1187: ² Frederick Barbarossa, the Holy Roman
Emperor, sets off on Crusade; however, his
² Saladin invades Christian territory and is journey is delayed by harassment from the
confronted by King Guy and Raynald at Byzantines, who are afraid the Germans will
the Battle of Hattin, where the Christian try to take over their territories.
army is decisively routed. Saladin captures ² Saladin frees King Guy, though almost all of
King Guy and beheads Raynald. It is said his army was executed. King Guy begins to
that when Pope Urban II received the news raise a new army.
of the disaster at the Battle of Hattin, he
immediately dropped dead. 1190:
² Saladin later takes the key Christian cities of
Acre and Jerusalem. The new Pope, Urban III, ² Richard Lionheart and Philip II set off jointly
declares that the capture of Jerusalem is God’s to the Crusades. However, Richard is delayed
punishment for the sins of Christian kings by having to invade Sicily to rescue his sister.
and knights in fighting among themselves She is the wife of the recently deceased King
and offers a full remittance of sins for those of Sicily and was imprisoned by his cousin
who take up the Crusader cause.

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and successor, Tancred. Richard captures and


sacks the city of Messina, forcing Tancred to
make a peace treaty with him.
Along the way, Richard breaks off his
betrothal to Philip’s sister in favor of a new
betrothal to the daughter of the King of
Navarre, causing Richard and Philip to
become enemies once again before they even
start to fight the Muslims.
Continuing his trip to the Holy Land, a storm
swept some of his ships off course to Cyprus,
including the ship carrying his sister and his
new fiance. Unfortunately, they were both
taken prisoner by the ruler of Cyprus, Isaac
Komnenos. When Isaac refused to free his
prisoners, Richard conquered the entire
island with help from Guy of Lusignan’s
forces, who came to Cyprus to seek Richard’s
favor.
Richard promptly sells the island of Cyprus to
the Knights Templar for a hefty profit.
² King Guy works together with French troops had he jumped off the boat at his arrival, he
to besiege Acre, but Saladin’s forces hold charged right into battle and personally slew
the city and cause great losses among the 20 Muslim soldiers with an axe.
Crusaders.
² Richard captures Acre in a little over a month.
² Frederick Barbarossa, while fighting the The European rulers squabble over the
Seljuk Turks on his march toward the Holy Kingship of Jerusalem; Richard supports the
Land, falls from his horse and dies. claim of King Guy, while Philip and Leopold
² Queen Sybilla of Jerusalem dies of illness; this both support Conrad (who was nominally a
leaves King Guy’s claim over the crown of vassal of Leopold and related to Philip).
Jerusalem in question as he was only King by ² King Philip and Duke Leopold both leave
marriage. the Holy Land less than four months after
² Conrad de Montferrat, the de facto lord of arriving, leaving behind troops and money.
Tyre, marries Sybilla’s half-sister Isabella
and now claims to be the rightful King of
Jerusalem. ² Richard stays and faces Saladin’s army at the
battle of Arsuf, where he routs the Muslim
1191: armies. He then takes the city of Jaffa,
planning to move from there on to reconquer
² Leopold, Duke of Austria, arrives and takes Jerusalem.
command of the remaining Imperial forces
after Frederick’s death. Conrad de Montferrat is elected King of
Jerusalem, but he is murdered by two Ismaeli
² King Philip of France arrives to take Assassins before his coronation.
command of his armies.
² Richard gets within 12 miles of Jerusalem,
² One month after Philip, Richard Lionheart but finding it too powerfully defended, the
arrives and immediately takes over the failing Crusaders are forced to withdraw.
siege of Acre. According to legend, no sooner

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This is the presumed starting point of


1192: this campaign.

² The Crusaders are bogged down by disputes ² Richard leaves the Holy Land; on route back
between Richard and the commander of the to England, he is arrested, imprisoned, and
French forces, the Duke of Burgundy. held for ransom by Leopold of Austria, who
² Count Henry of Champagne, a relative of alleges that he had made a pact with the Old
Conrad de Montferrat, marries Isabella and Man of the Mountain to have Conrad of
becomes the nominal King of Jerusalem. Montferrat assassinated.
Henry is also the nephew of Richard ² the Vizier Qizil Arslan, who had taken
Lionheart. Guy de Lusignan is obliged by control of the lands of Shah Toghrul, is
Richard to accept this, but in turn, negotiates poisoned by his wife Innach Khatun, who
the purchase of Cyprus from the Templars. puts her sons to rule in his place.
² Saladin’s army retakes Jaffa in a surprise ² Shah Toghrul is freed from his imprisonment
attack. Richard, who was about to abandon by the legendary Mamluk warrior named
the Crusade, marches with a small force Mahmud Anas Oglu.
and drives the Muslim armies from the city
² The Ghurids defeat local Indian forces at
while they are still busy pillaging it (against
the battle of Tarain, killing the Indian King
Saladin’s orders).
Prithviraj, expanding their Indian territories.
² Saladin reorganizes his forces, but his
² Shah Toghrul defeats the sons of Innach
maneuver is discovered, and Richard’s forces
Khatun at the battle of Qazvin with his small
cause him a humiliating retreat.
army of supporters and Turkmen tribesmen;
² Saladin finally agrees to a peace treaty he takes the city of Hamadan, and later the
with Richard Lionheart. The Muslims keep cities of Isphahan and Jibal.
Jerusalem, and Ascalon is returned to them;
² Ala Ad-Din Tekish takes over the city of Rayy
in exchange, they open the roads to allow
from a son of Innach Khatun. Toghrul and
pilgrims and traders to travel to the Holy
Tekish agree to a peace treaty where Tekish
Land.
keeps Rayy in exchange for recognizing
Toghrul’s control of his remaining territories.

1193:
² Saladin dies of yellow fever. His vast kingdom
is divided into Egyptian and Syrian successor
kingdoms. His son Al-Afdal becomes the
Emir of Damascus, while his brother Al-Aziz
Uthman becomes the Sultan of Egypt. His
third son Al-Zahir becomes ruler of Aleppo,
and Saladin’s brother Turan-Shah takes
control of Yemen. Various smaller territories
are inherited by his other sons and brothers.
² A conspiracy is formed in Tyre among Italian
merchants and mercenaries (mainly from the
city of Pisa) to try to hand over the city to
King Guy. However, King Henry of Jerusalem
(who inherited control of the city) discovers
the plot and violently purges the Pisan

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community in Tyre.Pisan pirates spend much ending the Seljuk dynasty. The Khwarazmians
of the following year raiding the coastline of occupy all of the former cities and lands
Tyre. controlled by Toghrul.
² The Ghurid forces take the city of Delhi in ² The Song Emperor Guangzong is forced
India and burn down the city of Nalanda, to abdicate his throne in favor of his
destroying the famous Buddhist library and son, Emperor Ningzong; the courtiers
University there. obliged Guangzong’s abdication as they
² Emperor Renzong of the Xia dies. He is were outraged by the increasing power of
succeeded by his son, Emperor Huanzong, Guangzong’s wife, the Empress Li. Ningzong,
who is 16 years old. At this point, the Xia who was sickly from childhood, was easily
government becomes increasingly corrupt manipulated by his courtiers, particularly a
and decadent. faction that strongly favored attempting to
retake the northern half of China lost to the
² Toghrul marries Innach Khatun, making a Jin.
deal with her in an attempt to strengthen
his rule and prepare for war with Bukhara. 1195:
However, Khatun tries to poison Toghrul
like she did her previous husband. Her plot is ² The heirs of Saladin increasingly conflict with
discovered, and she is executed. Khatun’s son each other. For example, Al-Aziz Uthman
Qutlug Innach flees to the town of Zanjan. demands that Al-Afdal hand over the
Damascus sultanate.
1194: ² The Jin dynasty makes use of the Mongols
² Shah Toghrul defeats Qutlug Innach outside as mercenaries to fight off other barbarians,
Zanjan; Qutlug escapes and joins Shah particularly the Jurchen from whom the Jin
Tekish, imploring him to make war with descended.
Toghrul.
1196:
² Guy de Lusignan, former King of Jerusalem
and ruler of Cyprus, dies. He is succeeded as ² Al-Aziz Uthman goes to war with Al-Afdal,
ruler of Cyprus by his brother Amalric. and after various battles, forces him to
² Shah Ala Ad-Din Tekish of Bukhara faces surrender Damascus. Al-Afdal is given a far
Shah Toghrul outside Rayy. Most of Toghrul’s lesser rule over the city of Salekhard.
army commanders betray him during the
battle, and he is slain by Qutlug Innach,

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1198:
² Amalric of Cyprus signs a treaty with the
Sultan of Egypt and Syria, reinforcing the
earlier treaty between Richard Lionheart
and Saladin. This secures the Christian
states in the Levant and secures trade for
European merchants. Jaffa remains occupied
by the Muslim forces as part of the treaty,
but the treaty forbids them from fortifying
it. This is taken as a successful result for the
German Crusade leaders. Given that a huge
percentage of their army had already given up
and returned to the Holy Roman Empire, the
Crusade is finished.
² Al Aziz Uthman dies in a hunting accident;
his uncle, Saladin’s brother Al-Adil (known
as Saphadin to the Europeans), takes over the
1197: de-facto rule over Egypt and Syria.
² Al-Adil secures a treaty with Ala Ad-
² King Henry, nominal ruler of Jerusalem Din Tekish, recognizing him as Sultan of
in exile, dies from falling off a first-floor Khorasan and Turkestan.
window. His widow Queen Isabella marries ² Ala Ad-Din Tekish of Bukhara allies with the
Amalric, the King of Cyprus. Liao, and they invade the Ghurid territories.
² The Holy Roman Emperor, Henry VI (son of They take the city of Herat, but the Ghurids
Frederick), goes to the Holy Land with a large counterattack and take the cities of Sarakhs,
army intent on continuing the Crusade his Merv, and Nishapur, inflicting heavy losses to
father started. However, Henry dies of illness the Bukharans and the Liao.
on the journey. Even so, the Germanic army
reaches the Holy Land under the command 1199:
of Conrad of Mainz and Henry of Kalden
and is ultimately commanded by Henry of ² Al-Afdal and Az-Zahir, two sons of Saladin,
Brabant. unite with various dissatisfied nobles to
make war with Al-Adil. They besiege their
² The “German Crusade” marches along the uncle in Damascus, but he distracts them
Levant, determined to expel all the Muslims with prolonged negotiations. He plays one
from the region and subject the local areas to against the other while secretly convincing
expand the power of Tripoli. They capture the several of their allies to abandon the siege.
towns of Sidon and Beirut. Eventually, Al-Adil’s son Al-Khamil arrives
² Genghis Khan (then known as Temujin) wins with reinforcements and breaks their siege.
a successful campaign against the Jurchen ² Al-Adil faces Al-Afdal’s army in Egypt and
tribesmen. defeats him decisively. He is forced to swear
² Al-Adil counterattacks the German Crusade allegiance to his uncle and is given leadership
and captures Jaffa. over two minor cities.
² Pope Innocent III calls for a new (fourth)
Crusade to retake Jerusalem.

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of the Christian cities of Acre, Jaffa, and


1200: Tyre are all damaged, as well as the Krak des
Chevaliers.
² Al-Adil is formally recognized as the Sultan
of the Ayyubids of Egypt and Syria. ² Ghiyath Ad-Din, Sultan of the Ghurids, dies
of illness. His brother Mu’izz becomes the
² Temujin, later to be known as Genghis Khan, new Sultan.
unites a significant portion of the Mongol
Tribesmen. His territories are to the north of ² Muhammad II invades the Ghurid lands,
the Xia and the Jin Chinese. besieging Herat.

² In the Song Dynasty, the philosopher Zhu Xi ² The Crusaders of the Fourth Crusade
was executed (a sentence orchestrated by his gather in Venice, but their large army ends
ideological enemies). His death sentence was up attacking the Byzantines for plunder,
by imperial decree of Emperor Ningzong, motivated by their Venetian allies. Pope
who despised Zhu’s Neo-Confucian Innocent III excommunicates the Crusaders
philosophy (and had officially banned it at the end of the year for their violation of his
in 1198). Nevertheless, within only a few ban on attacking Christian states.

1203:
years, Zhu Xi will be revered as an Immortal
and the greatest Confucian master since
Confucius himself.
² Mu’izz of the Ghurids repels Muhammad II’s
² Al-Afdal and Az-Zahir attempt to besiege siege at Herat and pushes the war into the
Damascus once more. Khwarazmian territory.

1201: ² The Crusader army besieges Constantinople.


After a month of siege, they force the
² Al-Adil decisively defeats Al-Afdal and Az- Byzantine emperor to flee and install Prince
Zahir yet again, ending the Damascus siege. Alexios as their puppet ruler, Alexios IV.

1204:
Az-Zahir flees to his stronghold in Aleppo,
Al-Afdal is sent to govern over a minor city
in Anatolia.
² The Byzantine Puppet-Emperor Alexios IV is
² Ala Ad-Din Tekish of Bukhara dies of an overthrown in a revolution, imprisoned, and
abscess. His 31-year-old son, Muhammad II, soon killed by strangulation. In response, the
succeeds him as Shah of the Khwarazmian Crusaders storm the city of Constantinople
Empire. However, his empire is still at war and pillage the city for days.
with the Ghurids, who retake Herat and
² Muhammad II renews his alliance with
threaten Rayy.
the Liao, and they join the fight against the
Ghurids, finally forcing Mu’izz to retreat.
However, the Ghurid Sultan Ghiyath’s brother
However, a Liao army under the command of
Mu’izz Al-Din is in charge of the march on
general Osman Khan ambushes him during
Rayy, and he loses control of his armies who
his retreat, defeats his forces, and captures
stop to plunder, making the expedition a
him. Nevertheless, he is released after paying
failure.
a substantial ransom to the Liao.
1202: ² After his release, Mu’izz launches an attack
against the Liao and captures the city of
² The sons of Saladin are obliged to formally Termez.
recognize their uncle Al-Adil as the Sultan of
the Ayyubids.
² A massive earthquake affects the Levant,
causing devastation in Egypt, the Christian
territories, and parts of Syria. The defenses

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² Ghiyath immediately tries to make an


1205: allegiance with Muhammad II of the
Khwarazmians, but Muhammad II instead
² Mu’izz of the Ghurids campaigns in India, invades Ghurid territory and takes the cities
suppressing a revolt against his rule in of Balkh and Termez.
Punjab.
² After the capture of Termez, Muhammad II is
² The Muslim ruler Arslan of Khotan, a attacked by the Liao and captured in battle by
vassal of the Liao, attempts to rebel against Liao forces led by Osman Khan. As a result,
their authority. The Liao sent an army and the city of Termez falls back into Liao hands.
threatened to besiege Khotan and destroy the
entire ruling family, but the ruler prevented ² In the Xia territories, the unpopularity of
the siege by committing suicide. Emperor Huanzong, due to his inability
to prevent Mongol raids, leads his own
1206: mother to plot with Huanzong’s cousin Li
Anquan; a palace coup takes place, and
² Temujin, Genghis Khan, becomes the great Huanzong is deposed. Li Anquan takes the
Khan of all the Mongols. Several of the throne under the name Emperor Xiangzong,
northern Tajik and Ugyur vassals of the Liao and Huanzong dies under unknown
defect to become vassals of Genghis. circumstances before the end of the year.
² Trade along the Silk Road leads to demand
for new goods in Europe, especially sugar,
1207:
almonds, cinnamon, and ginger. ² The Mongols conquer the Kyrgyz tribesmen.
² The Arab engineer Al-Jazari, in Anatolia, ² Muhammad II pays a ransom for his
writes The Book of Ingenious Devices. It is liberation from Liao imprisonment and
a text describing the process of creating a invades the Ghurid territories again,
number of mechanical wonders, including capturing Herat. He continues deep into
water clocks, automatons that play music Ghurid territory and captures Ghiyath,
or serve drinks, the crankshaft, mechanical freeing him after recognizing Muhammad II
doors, the combination lock, improved water as his vassal lord.
pumps, suction pumps, and a flushing water
fountain. ² Muhammad then attacks the Liao, capturing
Bukhara and then Samarkand.
² The Song Dynasty goes to war with the Jin
Dynasty in China, but by the end of the year, ² Genghis Khan invades Xia territory, sacking
the Jin had pushed them back and made several towns.

1208:
inroads into Song territory.
² Mu’izz Al-Din, Sultan of the Ghurids, is
assassinated in Punjab by Ismaili Assassins. ² A peace treaty is signed between the Jin and
Upon his death, with no direct heirs or Song Dynasties in China. One of the treaty
remaining brothers, the Ghurid empire is conditions required that the Song execute the
almost immediately broken up into different royal chancellor Han Tuozhou who had led
regions. Finally, the region on the Silk Road the popular movement to restore the Song
is claimed after a brief struggle by Mu’izz’s territories.
nephew Ghiyath Al-Din Mahmud (the son of
² A terrible fire ravages the Song capital of
Ghiyath Al-Din Muhammad).
Hangzhou, destroying 60000 buildings.

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² The Jin Emperor Zhangzong dies. His ² Now vassals of the Mongols, the Xia engage
successor is his uncle, Wanyang Yongji, in military incursions against the Jin as
selected by the elite bureaucrats, specifically revenge for their refusal to aid them.
because they felt he would be weak and ² While the Liao emperor Yelu is busy trying
malleable. to pacify Samarkand, his Mongol general
² Al-Adil goes to war with the Kingdom of Kuchlug betrays him, raiding the Liao’s
Georgia in his Anatolian borders. Treasury-fort Uzgen (about a day’s ride
² A Mongol chieftain named Kuchlug, whose northeast of Osh). As a result, Yelu is forced
(Nestorian Christian) clan were enemies of to abandon the siege of Samarkand to fight
Genghis Khan, flees to the Liao territory. He Kuchlug.
convinces Emperor Yelu to make him one of ² Muhammad II captures Samarkand, taking
Liao’s generals, and the Emperor even marries advantage of the internal chaos among the
one of his daughters to Kuchlug. Liao. Osman Khan swears loyalty to him.
² Osman Khan, general of the Liao, recaptures ² Yelu defeats Kuchlug in battle, forcing him to
Samarkand from Muhammad II. flee to Mongol territory.

1209: ² Nur Al-Din, Imam of the Nizari Ismailis


(including the Assassins), dies, probably
² After bringing the Uyghur fully into his by poisoning. He is succeeded by his son
forces, Genghis Khan invades Xia. Jalaluddin Hassan, who takes a more
conservative position on the spiritual
² The Xia try to call for help from the Jin teachings of the Ismailis.
Chinese, but the new Emperor Wangyang
Yongji chooses not to react, declaring that it is 1211:
better for his rivals and barbarians to weaken
each other fighting. ² A combined Mongol and Jia army, over 50000
² Genghis Khan besieges the Xia capital strong, invades Jin China. They extensively
(Ningxia), but a flood causes the Mongols to loot every region they pass through. Despite
withdraw. the Jin having an army of 150,000 men, the
Mongols defeat the Jin in two major battles.
² In Samarkand, Osman Khan begins a They reach as far as the capital city, Zhongdu
rebellion against Emperor Yelu, forcing the (modern Beijing), but the city’s defenses
Liao to besiege the city with 30,000 troops. prove too great for them to be able to take it.

1210: ² Due to internal discontent in the Xia Empire


at their defeat by Genghis Khan, the Emperor
² The Mongols make war against the Kyrgyz Xiangzong is overthrown by his nephew
tribesmen. Li Zunxu. He takes the throne as Emperor
Shenzong. He is known as a great intellectual,
² Muhammad II vastly expands his territories,
having passed the Confucian exams for the
taking much of Tashkent, Transoxiana, and
civil service (the first of his dynasty to have
Balochistan.
even attempted it). Unfortunately, Xiangzong
² The Xia lands are ravaged by the Mongols, dies shortly after that under mysterious
and the Xia Emperor Xiangzong surrenders circumstances. The new Emperor does
to Genghis Khan, swearing fealty and paying not dare to rebel against the Mongols, and
Genghis a tribute of cloth and silk, camels, Shenzong is more interested in continuing
and falcons, and one of his daughters in
marriage.

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the invasion of the Jin for revenge against Africa, where they were sold into slavery.
their ancient rivals, even if it means The remainder traveled to Rome, where Pope
continuing to be vassals of Genghis Khan. Innocent III told them to return to their
² The Liao Emperor Yelu is ambushed and families.
taken captive by his former general (and ² The city of Samarkand rises up in bloody
son-in-law) Kuchlug after the latter returns to revolt against Muhammad II, instigated by
Liao territory with a force of men. Osman Khan, slaughtering as many as 10000
² Kuchlug makes an alliance with Muhammad Khwarazmians who were in the city at the
II, and their joint forces take the Liao capital. time.
Kuchlug becomes regent over the Liao ² Muhammad II reacts to the Samarkand revolt
territories with his prisoner, the Emperor by marching in with his army, pillaging the
being kept alive as a figurehead “Emperor city, and executing 10000 Samarkand citizens,
Emeritus.” including Osman Khan.

1212: ² Ghiyath al-Din of the Ghurids is assassinated,


though it is not entirely sure whether his
² In Europe, two different boys in the Holy killers were Ismaili Assassins, Khwarazmian
Roman Empire and France claim to have agents, or enemies of his own court. He is
received a vision from God telling them succeeded by his son Baha Al-Din.
to raise up an army of Christian children ² The Mongols continue to rampage through
and take them to the Holy Land where they Jin territory, taking several cities.
would miraculously convert the Muslims ² The Jin Dynasty also suffers a rebellion in its
into Christians. As many as 30,000 children northern provinces, as Khitan tribes rise up
and youth joined this “Children’s Crusade”; against the Jin and ally with the Mongols. A
one-third died on the journey through combined Mongol and rebel army defeat a Jin
Europe. Finally, the main contingent reached army of 600,000 men.
Genoa, where their leader had predicted the
seas themselves would part to let them cross. ² Kuchlug, now the de-facto ruler of the Liao,
When this failed to occur, many children institutes religious persecution against the
went home, and others were offered chances large Muslim non-Liao population. Muslims
to stay in Genoa. Instead, their leader and a in Liao territories are given strong incentives
much smaller group proceeded to Pisa, where to convert to either Christianity (like
two merchant ships agreed to transport as Kuchlug) or Buddhism (like his wife and the
many children as they could carry to the traditional Liao nobility). When the Imam of
Holy Land. Instead, they took them to North

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Khotan tries to rally opposition to Kuchlug’s Muslim and Crusader forces end up fighting
policies, he is crucified at the door of his among themselves, and the expedition ends
madrassa. up being a failure.

1213: ² Ala Al-Din Atsiz, Sultan of the Ghurids for


only a year, is assassinated by a Turkish slave-
² The Mongols pillage almost the entire commander of his army named Yildiz. He is
territory of the Jin and besiege the Jin capital succeeded by his cousin Ala Al-Din Ali, who
Zhongdu (modern Beijing). is installed largely as a puppet of Yildiz.

² Pope Innocent III calls for a fifth crusade. ² Emperor Shenzong of the Xia aids the
Mongols by adding their forces to the
² Muhammad II, distrusting Baha Al-Din, has invasion of Jin. Unfortunately, he raises high
him brought as a hostage, and Baha soon taxes on his citizenry to pay for this, making
dies under unusual circumstances. He is him very unpopular.
succeeded as Sultan of the Ghurids by Ala
Al-Din Atsiz, his distant cousin, who has ² The Jin sued for peace with the Mongols,
favorable relations with Muhammad II. paying a huge amount of tribute and
conceding border territories in exchange for
² Raymond of Antioch, son, and heir to the lifting the siege on their capital. After the
Prince Bohemond of Antioch and Tripoli, is siege is lifted, the Emperor’s court changes
assassinated by Nazari Assassins within the the imperial capital to the more southerly
walls of the fortress-cathedral of Our Lady of city of Bianjing (modern-day Kaifeng), the
Tortosa. old capital of the Song, further away from the
² The Jin Emperor Wanyan Yongji is Mongol territories.
assassinated in a palace coup by one of his
generals, as his incompetence verging on 1215:
insanity is blamed for the crushing Jin defeats
at the hands of the Mongols. The Emperor’s ² Genghis Khan, enraged at the Jin for moving
successor is his nephew, crowned Emperor their capital (which he considered a violation
Xuanjong. Wanyan is posthumously stripped of the peace treaty), again besieges Zhongdu.
of his title of Emperor. After a two-day battle, and despite facing
cannon fire from the Jin defenders, the
² The “Emperor Emeritus” Yelu of the Liao Mongols take the city. They massacre most of
dies. However, Kuchlug, having seemingly its inhabitants, and after plundering it, they
cemented his power in Liao, does not have burn it to the ground. The city is said to burn
him replaced. Instead, he continues to rule for an entire month.
Great Liao in the name of his wife, the
Emperor’s daughter. ² The Ghurid general Yildoz tries to move
against Muhammad II of the Khwarazmians;
1214: Muhammad II marches his armies into
Ghurid territory, defeating Yildoz’s army.
² The Mongol army in China now includes Yildoz flees to India, and Muhammad II takes
large numbers of Khitan tribesmen and a Ala Al-Din Ali prisoner bringing him back
considerable number of Chinese who have to Bukhara, dissolving the Ghurid Sultanate,
defected to serve Genghis Khan. and directly occupying all former Ghurid
lands in the Silk Road region.
² In retaliation for the death of Raymond of
Antioch, the forces of Tripoli and the Knights ² Northern Provinces of the Jin Empire (with
Templar assault the Nazari Assassin fortress the majority Xia population) rebel against
of Khawabi. They went so far as to make an the weakened Jin Emperor and declare
alliance with the forces of Al-Adil (who has independence with the support of the
much reason to hate the Nazari); however, the Mongols.

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² Kuchlug, ruler of Great Liao, launches an terrible and mighty snowstorm in the Hulwa
invasion of some of the Mongol territories Pass, killing thousands of his men and forcing
bordering Liao, taking advantage of Mongol him to retreat.
forces being distracted with their conquests ² The Mongol army marches toward Kashgar.
in Jin China. Kuchlug flees the city with a small contingent
1216: of men; as soon as he leaves, the city’s people
rise up and slaughter the troops he left
² To improve their situation, the Jin Empire behind. The Mongols occupy Kashgar.
invade the Song Empire territory. However,
they soon find themselves fighting wars on 1218:
three fronts, attacked from the North and ² King Andrew of Hungary falls ill and
West by the Mongols and their allies, and abandons the Crusade, but Count William
making little progress in attacking the Song of Holland arrives in the Holy Land with
to the south. his army. The Crusaders decide on a new
² A Mongol army sent by Genghis Khan attacks tactic and invade Egypt, seeking to break the
Kuchlug’s army, pushing them back from unity of the Muslim lands. They besiege the
the Mongol territory they had invaded and Egyptian fortress of Damietta, taking part of
then moving into Liao, besieging the capital it.
Balasagun after crushing a Liao army of ² Al-Adil, also known as Saphadin, falls ill
30000 men. and dies while on a campaign against the
1217: Crusaders in Egypt. Some say he dies of
shock on hearing of the fall of Damietta.
² The Fifth Crusade, led by King Andrew II of His successor is his son Al-Kamil, though
Hungary and Duke Leopold VI of Austria other parts of his large empire go to his other
with 20000 knights and vast numbers of relatives. While Al-Kamil rules in Egypt,
infantry, are transported by Venetian ships to his brother Al-Mu’azzam takes control of
Acre. Along with Templars, Hospitallers, and Damascus.
the Teutonic Knights, they defeat an army of ² On hearing of Al-Adil’s death, Al-Afdal,
Al-Adil at Bethsaida. The Muslims destroy the son of Saladin, besieges Aleppo with
all the fortifications in Jerusalem to prevent help from Turk soldiers. Still, due to his
the Crusaders from defending the city if they incompetent leadership, his final attempt at
should take it. power fails after only a few short months.
² Kuchlug and a reduced force of his army ² Kuchlug is captured by hunters while
manage to escape Balasagun, leaving it to frantically attempting to flee from the
be conquered by the Mongols. He flees to Mongols across the Pamir mountains. He’s
Kashgar but finds that his subjects in Kashgar handed over to the Mongols, who behead him
are hostile due to his brutal reign and his and parade his head all through the newly-
anti-Muslim policies. conquered lands of what was once Great Liao.
² Muhammad II, having conquered all the ² Genghis Khan sends representatives to
lands between Khujand and the Persian Gulf, the Khwarazmians, suggesting they accept
demands that Baghdad’s Caliph Al-Nasir being a vassal of the Mongols in exchange
recognize his authority. The Caliph rejects his for favorable trade with the Mongol empire.
demand, and Muhammad II raises an army They are received by Muhammad II’s uncle,
and marches toward Baghdad with the intent who responds by having the representatives
of overthrowing the Caliph and claiming the arrested.
great city as his own. However, while crossing In response, Genghis sends three more
the Zagros mountains, his army is caught in a ambassadors and a party of merchants from
his newly-conquered regions of the Silk

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IX : Chronology of the Silk Road

Road, trying to impress upon Muhammad exchange for their leaving Egypt and even
II that it would be mutually beneficial for funds to rebuild the walls of Jerusalem. He
both empires to accept his offer. However, even claims to have the True Cross and offers
rather than repudiating his uncle’s actions, it as part of the bargain. He agrees to meet
Muhammad has the ambassadors and with Francis of Assisi, who spends three days
merchants put to death. in the Muslim camp as a guest and preaches
to Al-Kamil. However, Cardinal Pelagius
1219: refuses the generous offer, believing it to be
trickery and convinced that if the Crusaders
² Al-Kamil is campaigning against the take the offensive, they will win a decisive and
Crusaders in Egypt when he discovers that permanent victory over the Muslims.
there’s a conspiracy among some of his own
commanders to kill him and replace him with Count William of Holland, on hearing of
his brother Al-Faiz. As a result, he is forced to Pelagius’ decision, leaves the Crusade in
flee his own camp to save his life, leaving the disgust and returns to Europe.
Muslim Egyptian forces in chaos, allowing With negotiations failing, Al-Kamil prepares
the Crusaders to strengthen their position to attack the Crusaders. Still, a combination
and cause serious losses to Muslim forces. of famine, drought, and plague strikes Egypt,
and it leaves his army so weakened he cannot
attack. The Crusaders complete the capture of
² Pope Honorius III sends his legate, Cardinal Damietta. Al-Kamil is forced to withdraw to a
Pelagius of Albano, to personally lead the fortress further south.
Crusade. He is accompanied by the famous
holy man Francis of Assisi. 1220:
² The Jin forces suffer a serious defeat in a ² The Mongol armies conquer the cities of
battle at the Yangtze River against the Song, Bukhara and Samarkand. In Samarkand,
where Song paddlewheel boats destroy the Jin Genghis slaughters everyone who took
navy despite being outnumbered more than refuge in the citadel or the mosque, ransacks
five-to-one. As a result, the Jin are forced to the city, and conscripts 30000 men as slave
abandon their campaign against the Song. laborers. Afterward, in addition to an
² Genghis Khan crosses into Khwarazmian occupation force, he promotes local Chinese
territory with an army of 150,000 men in living in Samarkand as city administrators,
retaliation for Muhammad II’s defiance. trusting them more than Muslim locals.
He besieges and sacks many towns and In Bukhara, after a 15-day siege against
cities, including the destruction of the city the significant 20000 strong militia of that
of Tashkand. Muhammad’s standing army city, the city fathers opened their gates in
numbers about 40,000, and he chooses to submission to Genghis. As a result of their
avoid a direct battle that he did not think surrender, only those who defended the
he could win. Instead, he tries to muster citadel were slaughtered. Still, the rest of the
forces from his various territories. Still, they population were made into slaves (as skilled
are slow or reluctant to mobilize, many of artisans, conscripted soldiers, or laborers).
the local governors wanting to reserve their The city was looted and either accidentally or
militias to defend themselves. intentionally burned to the ground. After this
² Al-Kamil’s brother Al-Muazzam arrives destruction, Genghis also imports Chinese
from Syria with an army to aid Al-Kamil. and Liao administrators to govern the much-
They defeat the conspirators that plotted reduced city.
against Al-Kamil’s life and take control of ² Faced with the impossibility of defeating the
the Egyptian armies. Afterward, Al-Kamil Mongols, Muhammad II flees, trying to find
attempts to make a peace treaty with the refuge. However, during his escape, he dies of
Crusaders. He offers them Jerusalem in heart failure. On his deathbed, he appointed

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his son Jalal Ad-Din as his successor. Jalal and as a result, the Mongols slaughter every
flees to the Hindu Kush to raise up an army living thing in the city: every man, woman,
of Afghan warriors to add to his remaining and child, cat or dog. Every single one is
forces of 30000 Khwarazmians. beheaded, and the skulls are piled up in a
great pyramid.
1221: ² The Mongols march on the city of Herat.
² The Mongol armies conquer and utterly However, the people of Herat, having heard
destroy the Khwarazmian city of Gurganj, about the terrible fates of the previous cities
a wealthy and powerful trading city and a and especially the utter extermination of the
northern gateway into the Silk Road. Because population of Nishapur, surrender to the
of the city’s resistance to the Mongol forces, Mongols without a fight. The city is largely
it is utterly destroyed; its entire population spared; only its defenses are completely torn
(probably close to one million people) are down.
slaughtered, with the sole exception of the ² The Ismaili Assassins send representatives
most skilled artisans and some women and to Genghis Khan, hoping to convince him
children who are taken as slaves. After the to strike against their religious enemies
massacre, the river dams near the city are and establish peace with them. Genghis
destroyed so that the entire city is flooded, is cordial to the emissaries but does not
the area turning into a marshy swamp. make any definitive statement. Eventually,
² The Mongols besiege the city of Termez the Assassins will enter into conflict with
and destroy it utterly after a short time, in the Mongols. They will attempt to murder
punishment for its resistance. Genghis’ successor 40 times; the Mongols will
eventually destroy the Ismaili fortresses and
² The Mongols besiege the city of Balkh, which eliminate the Assassins by 1256.
also falls quickly. The Mongols destroy all
of the city’s defenses and ransack it, but ² Jalaludin Hassan, Imam and spiritual
they spare many inhabitants. Even so, the master of the Nazari Ismailis (including the
damage is so great that two-thirds of the Assassins), dies, possibly from poisoning as
population end up abandoning the city over his father was. He is succeeded by his 9-year-
the following years, and it never returns to its old son Aladdin Muhammad. His mother
former glory. governs as regent in his name.

² The great city of Merv, the largest city on the ² The great Taoist magician Qiu Chuji, also
Silk Road, is besieged by the Mongols. At that known as Master Changchun, travels from
point, it was filled with refugees fleeing the China all along the silk road, following the
Mongol forces, and having been in a safe area path of destruction carved by the Mongols,
of the road, it only had a professional force of until reaching the army of Genghis Khan.
about 12000 men defending it. The city holds Genghis takes him as a counselor and
out against siege for seven days, after which spiritual advisor, giving him the title of “Spirit
the city surrenders to the Mongols, hoping Immortal” and putting him in charge of all
for mercy. Instead, the entire population religious matters throughout his new empire.
(over 1 million people) is massacred, except ² In Egypt, Al-Kamil makes a further peace
for 400 of the most skilled artisans kept as offering to the Crusaders, willing to give
slaves. The city itself is left intact and will them not just Jerusalem but all the territories
gradually be repopulated by the Mongols. immediately around it. But once again,
However, it will never return to its former Cardinal Pelagius rejects the offer. So, the
glory (its population never reaching more Crusader armies begin to march on Cairo.
than 100,000). ² Though not able to defeat the Crusaders in
² The Mongols besiege the city of Nishapur, battle, Al-Kamil opens the dams on the Nile,
which falls in three days. During the fighting, causing it to flood, making the attack on
Genghis Khan’s son-in-law Tokuchar is killed, Cairo impossible for the Crusader armies.

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IX : Chronology of the Silk Road

They are forced to retreat, where they are


constantly harassed by the Muslim forces, 1222:
causing so many losses that they would
no longer be able to hold Damietta. The ² The Mongols reach the Ghurid northern
Crusaders are forced to negotiate a peace capital of Firozkoh, besiege it, and destroy it
treaty with the Al-Kamil, in exchange for the almost entirely, slaughtering everyone in the
surrender of Damietta. The majority of the city, sparing no one. They leave only a single
armies of the Fifth Crusade return to Europe. minaret standing so it will be known that
once a great city stood there.
² Jalal and his new army of mixed
Khwarazmian and Afghan forces are pursued ² At this point, all of (what is left of)
by a Mongol army, and in Parwan, in the Khwarazmia is now under Mongol control,
Pamir Mountains (near Kabul), they fight. most of it utterly devastated. It will be several
Jalal defeats the Mongols by boxing them in decades until the Silk Road becomes truly
to limit their powerful cavalry while assailing accessible to western trade again, beginning
them with his archers. However, after the only around 1245.
battle, his Afghan soldiers abandon him over The Mongols will eventually go on to destroy
disputes about their share of the spoils. the Xia dynasty following a rebellion in
² With his army reduced by half, Jalal attempts 1227 and would conquer and dethrone the
to flee to India, but Genghis Khan personally Jin dynasty by 1234 (the Song would not
leads his own army in pursuit and catches up fall until 1279). They would also invade
to him at the Indus river. There, Jalal’s army the middle east, sacking Baghdad in 1258
of 30,000 is annihilated by the 200,000 strong and Aleppo in 1260, and marking the end
Mongol force. Jalal himself manages to escape of Saladin’s Ayyubid dynasty. Finally, their
to India, taking refuge in the Indian Ghurid invasion of Europe would devastate the
successor states. He will attempt to reconquer proto-Russian states and Kiev from 1235-
his lands lost to the Mongols for years but will 1240. The Mongols then attack Poland,
never succeed. Bohemia, Hungary, Austria, Croatia, and
Bulgaria, causing enormous losses in multiple
attempts at conquering western Europe
from 1241 until 1287. The Mongols’ last real
attempt to conquer Europe being thwarted by
a joint Polish-Hungarian army.

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APPENDIX I: NAMES ON
THE SILK ROAD
ARABIC MALE NAMES Roll Roll
TABLE Name Name
1d100 1d100
Roll 31 Hasan 63 Muhsin
Name
1d100 32 Harun 64 Murshid
1 Abbas 33 Hilal 65 Murtafa
2 Abdallah 34 Humaid 66 Musab
3 Ahmad 35 Husain 67 Musa
4 Ali 36 Ibrahim 68 Nasir
5 Alwan 37 Idris 69 Qabil
6 Amir 38 Ilyas 70 Qasim
7 Ammar 39 Isa 71 Rafi
8 Amrun 40 Ismail 72 Rajab
9 Anbar 41 Iyaz 73 Rashiq
10 Asad 42 Jafar 74 Raul
11 Ashab 43 Jamil 75 Sabah
12 Badran 44 Jazzar 76 Safi
13 Bahram 45 Jibril 77 Said
14 Bassam 46 Jubayr 78 Salim
15 Bilal 47 Jumah 79 Salman
16 Bishr 48 Kamil 80 Suleiman
17 Dawud 49 Karim 81 Suqman
18 Dust 50 Khalaf 82 Surkhab
19 Faraj 51 Khalid 83 Tahir
20 Faris 52 Mabad 84 Talbah
21 Ghunaym 53 Mahfuz 85 Talib
22 Habash 54 Mahmud 86 Turab
23 Habil 55 Malik 87 Ubaid
24 Hadr 56 Mansur 88 Umar
25 Hamid 57 Marwan 89 Uqbah
26 Hammam 58 Masud 90 Usamah
27 Hammud 59 Maymun 91 Uthman
28 Hamzah 60 Muammar 92 Wahib
29 Hanbal 61 Mubarak 93 Walid
30 Haraz 62 Muhammad 94 Yaqub

162
Appendix I : Names on the Silk Road

Roll ARABIC BYNAMES TABLE Roll


Name Name
1d100 Roll 1d100
Name
95 Yusuf 1d100 37 Al-Ghuri
96 Zafar 1 Al-Azz 38 Al-Haffar
97 Zayd 2 Al-Abbas 39 Al-Halawi
98 Zayn 3 Al-Ajjan 40 Al-Hallaj
99 Zubayr 4 Al-Akhbari 41 Al-Harithi
100 Zurah 5 Al-Alam 42 Al-Hashimi
6 Al-Alawi 43 Al-Hulwani
ARABIC FEMALE NAMES
7 Al-Amidi 44 Al-Isfahani
TABLE
8 Al-Anbari 45 Al-Jammali
Roll 9 Al-Andalusi 46 Al-Jassar
Name
1d20
10 Al-Ashari 47 Al-Karaji
1 Aisha
11 Al-Azimi 48 Al-Khaiyat
2 Alam
12 Al-Baghawi 49 Al-Khatib
3 Asiyah
13 Al-Baghdadi 50 Al-Kirmani
4 Asma
14 Al-Baidawi 51 Al-Kutubi
5 Badr
15 Al-Bakri 52 Al-Madhari
6 Barrah
16 Al-Banna 53 Al-Maghrabi
7 Buraykah
17 Al-Baqqal 54 Al-Marwazi
8 Fatimah
18 Al-Baradani 55 Al-Mazrafi
9 Hisba
19 Al-Bari 56 Al-Misri
10 Jumanah
20 Al-Basari 57 Al-Muqri
11 Karina
21 Al-Bawab 58 Al-Nahrawani
12 Khadijah
22 Al-Bazzar 59 Al-Najjad
13 Luluah
23 Al-Birzali 60 Al-Nasikh
14 Miriam
24 Al-Bukhari 61 Al-Qassar
15 Nadra
25 Al-Busri 62 Al-Qazwini
16 Ruqayah
26 Al-Dabbas 63 Al-Sabuni
17 Safiyyah
27 Al-Dalaimi 64 Al-Saffar
18 Saljuqah
28 Al-Damaghani 65 Al-Sahrawi
19 Sukaynah
29 Al-Darir 66 Al-Saji
20 Zarqa
30 Al-Darzijiani 67 Al-Samarqandi
31 Al-Dhuhli 68 Al-Shair
32 Al-Dinawari 69 Al-Shami
33 Al-Duja 70 Al-Shirazi
34 Al-Durri 71 Al-Sibt
35 Al-Faqih 72 Al-Suffar
36 Al-Farra 73 Al-Sukkari

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Roll Roll TURKIK MALE NAMES


Name Name TABLE
1d100 1d30
74 Al-Sulaimani 21 Musa Roll
Name
75 Al-Tabari 22 Nasr 1d100
76 Al-Tamimi 23 Qabus 1 Aghiz
77 Al-Ukbari 24 Safar 2 Altamur
78 Al-Waiz 25 Salm 3 Altibars
79 Al-Wakil 26 Shahryar 4 Anuuk
80 Al-Wali 27 Shavur 5 Aqtamur
81 Al-Yahudi 28 Taqjar 6 Aquush
82 Al-Zaim 29 Uthman 7 Arkimaas
83 Al-Zanjani 30 Yahya 8 Asanbay
84 Al-Zuhri 9 Asandamur
PERSIAN FEMALE 10 Aydakin
85–100 Al-Hajji*
NAMES TABLE
11 Aydamur
PERSIAN MALE NAMES Roll 12 Baktamur
TABLE Name
1d20 13 Balaban
Roll 1 Bakht 14 Balta
Name
1d30 2 Banu 15 Barsbugha
1 Abdallah/Abdul 3 Biki 16 Baybuja
2 Ahmad 4 Chirazadh 17 Baydamur
3 Ali 5 Dawlat 18 Bilik
4 Asfar 6 Dil 19 Ishiqtamur
5 Aziz 7 Fakhire 20 Iyas
6 Bakhtyar 8 Firuze 21 Iyaz
7 Firuzan 9 Gawhar 22 Jaqmaq
8 Hamid 10 Gul 23 Javli
9 Hamza 11 Jan 24 Julban
10 Harun 12 Karani 25 Jumaq
11 Hazarasb 13 Lal 26 Juban
12 Husayn/Hasan 14 Mihr 27 Kaykaldi
13 Ibrahim 15 Naz 28 Kaytamur
14 Imran 16 Nuruz 29 Kubak
15 Ishaq 17 Piruz 30 Kujuk
16 Khazim 18 Saidah 31 Kurji
17 Malik 19 Shirin 32 Kujaba
18 Mamun 20 Tajuyah 33 Kujari
19 Mardshad 34 Khushkaldi
20 Muhammad 35 Makurish

* “Al-Hajji” is the byname of a Muslim who has performed the pilgrimage to Mecca.

164
Appendix I : Names on the Silk Road

Roll Roll LIAO/KARA KHITAN


Name Name NAMES TABLE
1d100 1d100
36 Mankutamur 73 Uzbak Roll
Name
37 Mintash 74 Uzdamur 1d20
38 Qarabugha 75 Yaghmur 1 Atqi
39 Qarabulat 76 Yakshi 2 Berke
40 Qarakuz 77 Yakrak 3 Buqu
41 Qaraqash 78 Yaruq 4 Chage
42 Qarat 79–85 Roll on Persian 5 Chala
43 Qanim Male Names 6 Kere
44 Qashiq 86–100 Roll on Arabic 7 Mongu
Male Names 8 Qutu
45 Qazaan
46 Qilij 9 Rinchen
TURKIK FEMALE NAMES
47 Qirmish TABLE 10 Solang
48 Qujaq 11 Ular
Roll
49 Qutluq Name 12 Ulgen
1d20
50 Qutubak 1 Boghazja 13 Wenshunu
51 Saksan 2 Burla 14 Wuyu
52 Sanjar 3 Chichek 15 Xialie
53 Sarghitmish 4 Eyne 16 Yelu
54 Sunku 5 Fatima 17 Yesun
55 Sandal 6 Huma 18 Yaogu
56 Saqalsiz 7 Kutlu 19 Zhenjin
57 Satilmish 8 Saljan 20 Zhigu
58 Taghri 9 Uruveyde Note: In some areas, Liao/
59 Tamur 10 Yenge Kara Khitan could take either
60 Tamurbugha 11 Zeliha Chinese or Turkik names
61 Tankizbugha 12 Zubeyde
62 Tumaan 13–15 Roll on Persian
63 Tashbugha Female Names
64 Tashtamur 16–20 Roll on Arabic
65 Taybars Female Names
66 Tanyariq
67 Tuqtamur
68 Tuqtamish
69 Tughaan
70 Tulutamur
71 Uqtay
72 Urunbugha

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XIA/TANGUT NAMES JIN/JURCHEN MALE Roll


TABLE NAMES TABLE Name
1d100
Roll Roll 73–74 Shengguo
Name Name
1d30 1d100 75–76 Shentumen
1 Anquan 1–2 Aguda 77–78 Shunian
2 Asha 3–4 Alin 79–80 Songge
3 Bing 5–6 Alu 81–82 Telin
4 Chage 7–8 Alubu 83–84 Wolie
5 Chong 9–10 Aludai 85–86 Wudubu
6 Chunyou 11–12 Aluhan 87–88 Wulu
7 Daochong 13–14 Anchen 89–90 Wuqimai
8 Dejing 15–16 Anchu 91–92 Xielu
9 Dewang 17–18 Congke 93–94 Xiebuchu
10 Gambhu 19–20 Daoji 95–96 Yinzhuke
11 Hui 21–22 Digunai 97–98 Yongji
12 Jiyun 23–24 Echu 99–00 Zongwan
13 Kerui 25–26 Eliduo
14 Lingje 27–28 Elubu Note: Jin people, particularly
the upper classes, will often
15 Lianghui 29–30 Elun
have a Song Chinese name.
16 Mozang 31–32 Gao This is typically, but not
17 Ning 33–34 Gulan always, one that sounds
18 Qianshun 35–36 Gusha similar to their Jurchen name.
This is due to the Jin Dynasty
19 Qipu 37–38 Hela having adopted a great deal of
20 Renxiao 39–40 Helibo the culture and learning of the
21 Tuoba 41–42 Heye Song Chinese.
22 Xian 43–44 Hongyu
23 Yimai 45–46 Huboshu
24 Zunxu 47–48 Hudun
25–30 Roll on the Jin or 49–50 Hulijia
Song name list 51–52 Hulu
53–54 Hulubu
Xia upper classes have a family
name, which usually goes 55–56 Hushahu
first. Examples include Asha, 57–58 Hutuwa
Gao, Li (the Royal Surname), 59–60 Jian
Liang, Mocang, Ren, Rende,
61–62 Madage
Weiming, Yeli.
63–64 Mengan
65–66 Ningjiasu
67–68 Pandu
69–70 Puluhu
71–72 Sagai

166
Appendix I : Names on the Silk Road

JIN/JURCHEN FEMALE SONG CHINESE MALE Roll


NAMES TABLE NAMES TABLE Name
1d100
Roll Roll 37 Jin
Name Name
1d12 1d100 38 Jinluo
1 Da 1 Aineng 39 Jingzhen
2 Fan 2 Anshi 40 Jue
3 Jia 3 Bangguang 41 Jun
4 Jiagu 4 Bi 42 Kai
5 Lin 5 Bing 43 Kuangyin
6 Liang 6 Cai 44 Mao
7 Pucha 7 Chan 45 Mei
8 Shimo 8 Chang 46 Mengfu
9 Tushan 9 Cheng 47 Mo
10 Tudan 10 Chong 48 Pi
11 Wulinda 11 Chongjin 49 Pu
12 Zhang 12 Chun 50 Qi
13 Cong 51 Qingyi
14 Dan 52 Rong
15 Delin 53 Shen
16 Dexiu 54 Sheng
17 Dezhao 55 Shi
18 Di 56 Shouxin
19 Dong 57 Shouyi
20 Dumu 58 Shouzhong
21 Dunfu 59 Si
22 Dunli 60 Tan
23 Fang 61 Ti
24 Gong 62 Tiao
25 Gou 63 Tong
26 Guang 64 Wei
27 Guangyi 65 Wenyan
28 Hai 66 Wo
29 Hao 67 Xi
30 Helibo 68 Xian
31 Heng 69 Xianxin
32 Hongyin 70 Xin
33 Huan 71 Xiyin
34 Hui 72 Xu
35 Ji 73 Xuqing
36 Jia

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Roll SONG CHINESE FEMALE Roll


Name NAMES TABLE Name
1d100 1d100
74 Yan Roll 37 Lingde
Name
75 Yang 1d100 38 Liu
76 Yanrang 1 Ande 39 Maode
77 Yi 2 Anhui 40 Mingda
78 Yilun 3 Anshu 41 Mingde
79 Yin 4 Baoshu 42 Mingjie
80 Yongde 5 Cairen 43 Qian
81 You 6 Chengde 44 Qincheng
82 Yu 7 Chengmu 45 Qinci
83 Yuancheng 8 Chunmei 46 Qingwu
84 Yuanfen 9 Ciming 47 Qingzhao
85 Yuanjie 10 Cisheng 48 Qinsheng
86 Yuanwo 11 Ciyi 49 Qiongzhen
87 Yuanxi 12 Cuiying 50 Renhuai
88 Yuanyi 13 Daomu 51 Rongde
89 Yuanzuo 14 Daoqing 52 Rongshu
90 Yue 15 Defei 53 Roufu
91 Yun 16 Dunfu 54 Shansheng
92 Yunrang 17 Fengniang 55 Shenyou
93 Zhaofu 18 Fubao 56 Shi
94 Zhen 19 Fujin 57 Shoushu
95 Zhengfu 20 Fuyou 58 Shude
96 Zhi 21 Guifei 59 Shufei
97 Zifang 22 Han 60 Shuhe
98 Ziyi 23 Hefu 61 Shuhuai
99 Zongshi 24 Hehui 62 Shushen
100 Zunxu 25 Hejing 63 Wang
26 Heqing 64 Wenan
27 Hezheng 65 Wencheng
28 Huanhuan 66 Wenrou
29 Huer 67 Xianfei
30 Huishu 68 Xianhui
31 Jia 69 Xianjing
32 Jiade 70 Xianke
33 Jieyu 71 Xianmu
34 Jinzhu 72 Xiansu
35 Kang 73 Xianyi
36 Kangshu

168
Appendix I : Names on the Silk Road

Roll SONG DYNASTY FAMILY Roll


Name NAMES & MEANINGS Name
1d100 1d100
TABLE
74 Xiaohui 31 Ji (“plan”)
75 Xiaoming Roll 32 Jiang (from the
Name
1d100 territory of Jiang)
76 Xiaozhang
1 An (“peace”) 33 Jin (“gold”)
77 Xie
2 Bai (“Cedar”) 34 Kang (“health”)
78 Xuanren
3 Bao ("dumpling") 35 Kong (the family
79 Xunmei
4 Bei ("cowrie shell") name of Confucius)
80 Yi
5 Bi (“complete”) 36 Lan (“basket”)
81 Yide
6 Bian (“hurried”) 37 Lang (“youth”)
82 Yimu
7 Bu (to prospect) 38 Le (“music”)
83 Yinghui
8 Cao (from the state 39 Lei (“thunder”)
84 Yinping
of Cao) 40 Li (“plum”)
85 Yishun
9 Cen (“hill”) 41 Lian (“incorruptible”)
86 Yuande
10 Chang (“flatter”) 42 Liang (“roof beam”)
87 Zhanghai
11 Chen (“display”) 43 Lin (“forest”)
88 Zhanghui
12 Cheng (“complete”) 44 Liu (“willow”)
89 Zhangmu
13 Chu (people from the 45 Lou (“star”)
90 Zhangxian territory of Chu)
46 Lu (a musical note)
91 Zhangyi 14 Dai ("wear")
47 Luo (“gather”)
92 Zhenjing 15 Di (“barbarian”)
48 Ming (“bright”)
93 Zhaoci 16 Dong (“supervise”)
49 Ma (“hemp”)
94 Zhichong 17 Dou (“hole”)
50 Mao (“fur/hair”)
95 Zhuanghe 18 Du (“fabricate”)
51 Mi (“rice”)
96 Zhuangqi 19 Fan (“model”)
52 Min (“empathize”)
97 Zhuangshun 20 Fang (“square”)
53 Meng (“first”)
98 Zhuangxiao 21 Fei (“expenses”)
54 Mu (“solemn”)
99 Zhuangxuan 22 Feng
55 Pang (“huge”)
100 Zhuangyan (“running horse”)
56 Pi (“skin”)
23 Fu (“tutor”)
57 Ping (“level”)
24 Ge (a very ancient
family name) 58 Ma (“horse”)
25 Gu (“observe”) 59 Miao (“sprout”)
26 Guo (“city wall”) 60 Pan (descendants of a
lesser Zhou prince)
27 Han (from the state
of Han) 61 Peng (descendants of
the immortal Peng)
28 He (“carry”)
62 Qi (“relative”)
29 Hua (from
Hua Mountain) 63 Qian (meaning "cash,"
founded by an official
30 Huang ("yellow")
of the mint)

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Roll Roll
Name Name
1d100 1d100
64 Qin (from the state 96 Zhao (Imperial name
of Qin) but many non-royals
65 Qu (“bent”) have this name)
66 Ren ("appoint") 97 Zhang (to draw
a bow)
67 Shen (from the
territory of Shen) 98 Zheng (“solemn”)
68 Sheng (“flourish”) 99 Zhou (circle,
descendants of the
69 Shi (“gift”)
great Zhou dynasty)
70 Shu (“relax”)
100 Zhu (“Scarlet”)
71 Shui (“water”)
72 Su (“revive”) Note: At this time, all Chinese
73 Sun ("the people used both a proper
descendants" of name and a surname. In a
Sun Tzu) presentation, the Surname is
given first (so “Liu Bei” would
74 Tan ("discuss")
be someone from the family
75 Tang (descended from “Liu”). There are only a few
the Tang dynasty) hundred family names in use
76 Tao (“pottery”) in Song China, of which the
77 Tong ("boy") ones on this table are by far
the most commonly used.
78 Wang ("ruler")
79 Wei (“protect”)
80 Wu (people of the
territory of Wu)
81 Xi (“what”)
82 Xiang (“nape”)
83 Xiao (“mournful”)
84 Xie ("thank")
85 Xiong ("bear")
86 Xu (“permit”)
87 Xue (“grass”)
88 Yan (“flowing”)
89 Yang (“poplar tree”)
90 Yin (“flourishing”)
91 You (“exceptional”)
92 Yu (“symbol”)
93 Yuan (“robe”)
94 Yun (“cloud”)
95 Zhan (“deep water”)

170
Appendix I : Names on the Silk Road

INDIAN MALE NAMES TABLE Roll


Name Meaning
Roll 1d100
Name Meaning
1d100 30 Gopal “protector of
1 Abhay Fearless sacred cows”
2 Ajay Unconquerable 31 Govind cowherd
3 Ajit Invincible 32 Hanuman Named after the
god Hanuman
4 Akhil Total
33 Harendra He who stops the rain
5 Amrit Immortal nectar
34 Hari Divine, holy
6 Anand Bliss
35 Harish lord of monkeys
7 Anil “Wind”, in service of
the god of winds 36 Ila literally “earth”,
also “hermaphrodite”
8 Anish Supreme
37 Indra Named after the
9 Arjuna White god Indra
10 Aruna Named after the 38 Isha lord, master
charioteer of the Sun
39 Jagdish conqueror of Jagat
11 Ashoka Without Sorrow (the world)
12 Bala Young/ “little”, often 40 Jaidev divine triumph
in conjunction with
another name 41 Jaya victory
13 Baladeva “Little god” 42 Jayant victorious
14 Brahma Named after the 43 Jayendra Indra’s victory
god Brahma 44 Jitendra He who has won
15 Chand Bright or Fierce Indra’s favor
16 Chandra Named after the 45 Johar a salute
Moon god 46 Jyotish “the light”,
17 Chandrakant “lover of the also “astrologer”
moon god” 47 Kalidas servant of Kali
18 Damodara Belt 48 Kama lover
19 Darshan Seeing 49 Kanja “born in water”
20 Dayaram “compassion of Rama” 50 Kapila “red-skinned”
21 Deepak “little lamp” 51 Kiran sun-beam
22 Devdan “gift from the gods” 52 Kishora young stallion
23 Devdas “servant of the gods” 53 Krishna Named after the god,
24 Devaraj “godly king” literally “blue-skinned”
25 Dhaval pure 54 Kumara Prince
26 Dinesh Lord of the Day 55 Lakshman “Lucky”, devoted
of Lakshmi
27 Ganesh Named after the
god Ganesha 56 Mandeep “light of the mind”
28 Gautam The great bull 57 Mani Jewel
29 Girish Mountain lord 58 Mohan Attractive, charming
59 Mukul blossom

171
Sword & Caravan

Roll Roll
Name Meaning Name Meaning
1d100 1d100
60 Murugan god of war 94 Sundara beautiful
61 Narayan son of man 95 Sushil good conduct
62 Naveen news 96 Uttama the ultimate
63 Nirav quiet 97 Vasant springtime
64 Nishant dawn 98 Vikram strider
65 Pallav budding leaf 99 Vishal large
66 Prabhakar light-maker 100 Vishnu named after the
67 Prabhu creator god Vishnu
68 Prakash light
INDIAN FEMALE NAMES TABLE
69 Prasad offering to the gods
70 Pratap majestic Roll
Name Meaning
1d100
71 Raghu swift
1 Abha shining
72 Rajan kingly
2 Aditi boundless
73 Rajanikant king of the night
3 Akansha a wish
74 Rajesh king of kings
4 Amita infinite
75 Rajiv striped
5 Amrita immortal nectar
76 Rakesh born on the day of the
full moon 6 Anima tiny
77 Rama named after the 7 Anjali offering
god Rama 8 Anoushka one who fulfills
78 Ranjeet victorious in battle her dreams
79 Ratna jewel 9 Arundati unrestrained
80 Ravi Sun 10 Avani earth
81 Rishi a sage 11 Avanti modest
82 Rohan one who will rise high 12 Chanda bright
83 Sanjaya triumphant 13 Chandani sandalwood
84 Savitur named after the 14 Chetana alert
sun god 15 Damayanti subduing
85 Sekar mountain-peak 16 Deepti light
86 Shankar creates good luck 17 Devika “little goddess”
87 Sharma protection 18 Dipali many lamps
88 Shesha he who endures 19 Durga named after the
89 Shiva named after the goddess Durga
god Shiva 20 Esha desire
90 Shyama “black-skinned” 21 Gita song
91 Singh Lion 22 Gouri white
92 Subhash “well spoken” 23 Ila “earth”,
93 Sudhira “good and wise” also “hermaphrodite”
24 Indira beautiful

172
Appendix I : Names on the Silk Road

Roll Roll
Name Meaning Name Meaning
1d100 1d100
25 Indrani “holds a drop of rain” 59 Prema loving
26 Indi the moon 60 Priya beloved
27 Jaya victorious 61 Purnima full moon
28 Jyoti light 62 Radha successful
29 Jyotsna moonlight 63 Radhika fulfills desires
30 Kala virtuous 64 Rajani night queen
31 Kali named after the 65 Rani queen
goddess Kali 66 Rashmi ray of sunlight
32 Kalyani “will have an 67 Ratmi pleasure
auspicious wedding”
68 Reshmi silk
33 Kanti Beauty
69 Rishima moonbeam
34 Karishma miracle
70 Rithika a stream
35 Kashi luminous
71 Riya singer
36 Kiri amaranth flower
72 Rukmini adorned with gold
37 Kishori “filly”, a young
73 Sarala straight
female horse
74 Saraswati named after
38 Kumari princess
the river-goddess
39 Kunti prayer
75 Sati truthful
40 Lakshmi named after the
76 Savitri daughter of the sun
goddess Lakshmi
77 Shakti feminine power
41 Lalita playful
78 Shakuntala bird
42 Leela play
79 Shanti peace
43 Leelavathi will of the gods
80 Sharmila comforter
44 Madhavi springtime
81 Shivali beloved by Shiva
45 Madhuri sweet
82 Sita the name of the divine
46 Mala a rosary
wife of Rama
47 Malati jasmine
83 Sitara star
48 Manisha wisdom
84 Sonali golden
49 Manjul a
85 Sudarshana right vision
50 Meera prosperous
86 Sulabha simple
51 Mohini enchanting, bewitching
87 Sumana good natured
52 Nila sky blue
88 Sumati good minded
53 Nisha the night
89 Suniti well behaved
54 Nitya eternal
90 Sushila good conduct
55 Padma lotus flower
91 Swarna good colour
56 Padmavati like a lotus flower
92 Tara star
57 Parvati of the mountains
93 Trishna thirsty
58 Pratima statue
94 Uma flaxen

173
Sword & Caravan

Roll
Name Meaning
1d100
95 Usha dawn
96 Valli a vine
97 Vasanti springtime
98 Vidya knowledge
99 Vijaya victory
100 Vimali clean

174
Appendix II : Random Encounters

APPENDIX II: RANDOM


ENCOUNTERS AND
ADVENTURE SEEDS
RANDOM Roll
1d10
Aristocrat Detail

ARISTOCRATS 5 Lost Heirloom: some legendary


item or treasure said to have once

U
belonged to the family has long since
se this table for encounters with the
been missing; the family now has
upper classes.
some clue as to its whereabouts and
ARISTOCRAT DETAILS TABLE wants it recovered. It could be in
some ancient ruin or wilderness or in
the hands of a new owner.
Roll 6 Magician: a dilettante in magic who
Aristocrat Detail
1d10 may be very interested in anything to
1 Decadence: one of the family do with the occult. This could include
members is engaged in degenerate wanting to learn magic from a more
activity forbidden in their culture. The experienced magician or to obtain
PCs might be hired by him to help magical ingredients or artifacts, or he
cover up his escapades, or the family may have gotten in over his head with
might hire them to prevent this family something dangerous.
member from shaming them. 7 Murder: someone in the family
2 Disloyal Servant: a secretary was killed, possibly by enemies of
in service to the family has escaped the family or by someone inside the
with information or family treasure, family. They may want someone to
probably seeking refuge in another investigate and find out the truth.
city or with another (rival) family. 8 Security: the family is threatened
They are looking for bounty hunters by their enemies and wants to hire
to capture him and bring him back. bodyguards.
3 Espionage: the PCs are 9 Succession Rivalry: The heir to
propositioned to act as spies for one a house is challenged by whoever
family in the household of a rival. the second-in-line would be. Both
4 Forbidden Love: one of the family despise each other and see the other
members is committing adultery or as an obstacle to their eventual family
has fallen in love with someone far takeover.
below their station. They may seek 10 Young Heir: the family patriarch
help to avoid discovery or escape with wants their under-aged heir to be
their lover. taught (be it in sword-fighting,
language, learning, religion, or
something else) by one of the PCs.

175
Sword & Caravan

Roll
Special Client
1d30
RANDOM 10 Professional Cook

CARAVANSERAIS 11
12
Con Man
Dancer

U
se the following for events and 13 Exiled Aristocrat
interesting details in Caravanserais. 14 Fugitive (probably keeping his
identity secret)
Caravanserai Clients 15 Professional Gambler
Apart from the staff, use the following 16 Madman (may have been driven
guidelines to generate a background identity for a mad by something or someplace 'out
random person a PC interacts with. there')
17 Magician, fraud (uses cheap tricks to
Typical Client Table (1d100):
feign magic power)
TYPICAL CLIENT TABLE 18 Mercenary (looking for work)
Roll 19 Messenger (for a trade house or
Typical Client government)
1d100
1-50 Caravan Worker 20 Local official (probably a government
roll 1d8: tax-collector, with guards)
1-3: porter 21 Pilgrim
4-5: driver 22 Poet
6-7: guard
23 Priest, Imam, or Monk
8: guide
24 Prostitute, common
51-70 Merchant
25 Professional Smuggler
71-00 Special
26 Sage, eastern
SPECIAL CLIENT TABLE 27 Scribe (can read and speak multiple
languages)
Roll
Special Client 28 Sufi or Cleric
1d30
29 Thief (pickpocket)
1 Accountant (seeking employment)
30 Wheelwright
2 Adventurer (seeking some lost place
or treasure off the silk road)
3 Artisan (pick trade) Caravan Rumors and
4 Assassin (Ismaili or otherwise, Adventure Seeds
undercover)
The following table has possible tales being told at
5 Magician, professional astrologer, or I the local Caravanserai. These are apart from the
Ching diviner standard information one might get about what
6 Bandit (feigning being a worker for to expect in the adjacent cities (which the GM can
hire, gathering target information for determine by checking city event tables for the
his group) surrounding locales). The GM can use this table
7 Barber/Surgeon whenever he wishes. Obviously, when the GM
doesn’t want a potential adventure (or wild goose
8 Beggar
chase) for his PCs, he can choose for there not to
9 Camel Vendor be any such rumor.

176
Appendix II : Random Encounters

CARAVAN TALES TABLE Roll


Caravan Tale
Roll 1d100
Caravan Tale
1d100 13-14 There is an evil place in the wilderness
1-2 A young aristocrat is on an expedition a considerable distance from the road.
to hunt some supernatural monster It is said by tribesmen that it was once
as a test of courage; he is looking for a place where worshipers of demons
expert adventurers who would join had a temple. Now only a single
his hunt. column remains, and it is said that
anyone who sleeps close to that place
3-4 An aristocrat with a grand menagerie will have horrific dreams of being
in a nearby city is willing to pay good attacked by demons, and many will
prices for any rare birds brought to die in their sleep as they dream of the
him alive. attack. But it is also rumored that any
5-6 A large group of bandits has taken magician who survives the night there
over the nearest area of the Silk Road will gain a greater ability to perform
where there is a choke-point (either their sorceries (gaining a permanent
a very long stretch of road without bonus of the GM's choosing to magic
civilization or a mountain pass). They checks).
are charging a hefty toll for anyone 15-16 In the wilderness, some distance
to cross unmolested. Thus far, they from the road, there is a pit: a smooth
are too numerous for anyone to dare vertical shaft that drops 30' into an
fight, and local rulers have been busy underground chamber or cave with
with other things. no exit. It was constructed long ago by
7-8 There are rumors of a cave somewhere some ancient people; no one is sure
in adjacent mountains or hills which who it was. It was built as a method
is said to be filled with gems; only the of execution, an oubliette where the
general rumored location of the cave condemned would fall into but be
is known, and the area is said to be unable to get out of. No one knows
plagued by monsters. how many died in there, countless
9-10 It is said that some scraps or remnants numbers most likely, and many were
of a caravan have been sighted by likely thrown in with objects that
various sources on the road, the entire would be of value today. However, the
caravan apparently destroyed, torn to pit is believed to be full of undead.
pieces by some kind of terrible giant 17-18 Local tribesmen claim that an evil
beast. spirit has taken residence in a nearby
11-12 It is rumored that some caravans wilderness area, whispering to
have been attacked at night and men humans to enchant them and then
dragged away by some kind of demon leading them to their doom.
or monster stalking this part of the 19-20 A famous Sage from the Song Empire
road. is traveling the road in search of
ancient texts and is looking for
companions on his journey.
21-22 The favorite concubine of a local
aristocrat is said to have escaped with
the help of a servant or guard, and
there's a handsome reward for her
capture and return.

177
Sword & Caravan

Roll Roll
Caravan Tale Caravan Tale
1d100 1d100
23-24 It is rumored that a magical fish in a 37-38 Tribesmen in a particular part of the
mountain stream grants your wish if desert claim that a large walled garden
you can capture it. of a ghostly nature appears among
25-26 A giant Garuda bird has been sighted the sands on nights of the new moon.
in the region, allegedly swooping Locals believe it is from the world of
down and taking camels in its claws Jinns or other spirits and are afraid to
to some unknown nest. go near.
27-28 A great Sufi master is said to be 39-40 Locals claim that there have been
traveling down the road on the way to sightings of short humanoid creatures
Mecca, performing various miracles in nearby mountains or hills that
as he goes. appear to be doing some kind of
mining work.
29-30 There's a circle of five stones, deep
in the wilderness; according to some 41-42 News is that a huge dragon has
sages, no magic whatsoever works been sighted flying through the air
inside the circle, nor can any spirits somewhere around Great Liao.
or magical creatures enter. Whether 43-44 In one of the neighboring cities, it's
curses or boons, magic effects are said there's an opium den where the
automatically and permanently opium causes people to have visions
dispelled, and any possessing spirits of their own future. This opium
are automatically exorcised. There may be dangerous and addictive; its
are dangers around it, as on certain powers may be real or fantasy.
days, dangerous animals are drawn 45-46 A notoriously degenerate merchant
to the place as though to defend it. At or aristocrat is known to host orgies
other times the ground around the in his villa and is always looking for
stones becomes like liquid and can particularly exotic participants.
potentially suck down and drown
47-48 A wedding is going to take place that
anyone approaching. Occultists
will unite two powerful aristocratic
believe that the stones have some
families, but others have an interest in
other purpose, that there is some kind
preventing the union, even through
of ritual that can work in the stones,
bloodshed. So the families are looking
but no one knows to what result.
for extra security.
Some of the stones have some writing
on them, but it is an ancient language 49-50 A Jinn is said to be inhabiting a
no living man knows. ruined and abandoned mosque
somewhere off the road nearby.
31-32 The lower classes of a neighboring
city are on the verge of violent revolt. 51-52 There's a ruined fort nearby, which
has been taken by bandits. Rumors
33-34 A mysterious cult in one of the
tell of hidden catacombs underneath
neighboring cities is rumored
the fort, possibly with ancient
to be responsible for several
treasures (or dangers).
disappearances; they are said to be
demon worshipers conducting human
sacrifices.
35-36 In the nearest area of desert, some
travelers have seen the movements
of some great burrowing monstrosity
moving through the desert sands.

178
Appendix II : Random Encounters

Roll Roll
Caravan Tale Caravan Tale
1d100 1d100
53-54 A notable hermit-magician had 69-70 There's a type of plant that flowers in
built a small tower for himself in a part of the desert only for one day
the wilderness some ways from this after the rains; this particular flower is
part of the road. Rumor says that very valuable to apothecaries because
this magician has not been seen in it can be used to make a potent and
over a year and is presumed dead. nearly undetectable poison.
Nevertheless, his tower may still be 71-72 One of the powerful merchant
filled with valuable items or treasures. families is raising up an army-sized
55-56 Up in high mountains a good distance force of mercenaries. No one knows
from the silk road, it is said that a lost for what, perhaps to attack a rival
traveler spotted a city full of Naga. family, or perhaps more likely as a gift
57-58 In the hills nearby, some local to a local ruler planning for war.
tribesmen have seen and been 73-74 A rival to a local ruler is said to be
attacked by a small or young dragon. actively recruiting spies.
It must have set its lair in a cave in the 75-76 A story is going around that a local
region. But, as even young dragons ruler promises one of his daughters
can be extremely dangerous, none in marriage to anyone who could
have even dared to hunt it. balance a camel on his fingertip.
59-60 An oasis or grove some ways off the 77-78 A couple of rival merchant houses are
road is said to be haunted by some at war, raiding each other's caravans;
form of undead. they are probably looking for extra
61-62 Some way from the road, there is a muscle.
great rock with a carving of some 79-80 A local ruler has offered a large
kind of goddess. If someone lets out bounty to anyone who can bring him
blood over the rock on a full moon, a bound Jinn.
they will receive a vision of what they
81-82 A merchant's son has disappeared,
wish to know about.
believing that the young man was
63-64 A renowned poet/storyteller (much kidnapped by slavers. He is offering a
beloved in the region) was brutally bounty for his return and for the head
murdered and mutilated. No one of whoever took him.
knows who is responsible for this
83-84 A string of fires has broken out in
terrible, heinous crime.
a nearby city; while so far they've
65-66 A respected Sufi has had a vision prevented an inferno, the authorities
and predicts that there will be a are desperate to discover the cause.
tremendous rainstorm or snowstorm They don't know if it's sabotage,
very soon. It seems very unlikely, but witchcraft, a monster, or just some
the respectability of the source has madman.
caused much debate.
85-86 Scandalous rumors abound of some
67-68 There's an oasis or lake off the road. kind of sinful behavior (sexual
It is held either by a spirit or a witch deviancy, apostasy, etc.) in the family
who knows how to make a potion of of a local ruler. The ruler is obviously
healing from the waters. But the price trying to quell these rumors, which
for a potion is to complete some task may be true or false.
for the water's guardian.

179
Sword & Caravan

Roll
1d100
Caravan Tale RANDOM
87-88 Someone powerful is looking for a
person who looks like one of the PCs.
MERCENARIES

U
It may be an enemy or rival of the PCs se the following table for PC encounters
or a case of mistaken identity. with bands of mercenaries or
89-90 A strange black dust storm has been adventurers. The band could be of any
seen in the region. Unfortunately, size from a dozen or fewer men, all the
many of those exposed to it have way to a couple of hundred. Of course, the larger
become sick with a mysterious plague. the group is, the more likely they will have higher-
91-92 A tax collector of a local ruler has level leaders among them.
gone missing somewhere in this area
of the road. The local ruler wants him MERCENARY DETAILS TABLE
found, or to find out what happened Roll
to him. Mercenary Detail
1d12
93-94 A local tribe has become aggressive 1 Bandits: the mercenary band may have
under the leadership of someone fallen on hard times and is currently
claiming to be a Sufi master. It is now engaging in banditry (something they're
attacking caravans in the name of eager to cover up).
holy war according to this supposed
master's prophecies. 2 Curse: one or more members of
the band are affected by some kind
95-96 One of the neighboring cities is said of magical affliction, either from an
to be afflicted by the presence of encounter with a supernatural creature
undead, probably in the area of the or a curse put on them by a magician.
tombs or graveyards.
3 Gamblers: one or more members of
97-98 An underground complex has been the band have accumulated significant
found below a nearby city, said to date gambling debts.
to either the time of the conquests of
Alexander or to the Tang Dynasty. 4 Holy Man: the band has a cleric, Sufi,
Taoist, or Buddhist sage in their group.
99-00 There are wise men of a specific
tribe who know of a unique form of 5 Magician: the band has a skilled
divination. If a pattern is drawn in the magician or Confucian sage in their
sand two hours before dawn, when group.
the sun rises, the pattern will have 6 Murder: a member of the band has
new markings from which they can been arrested for a murder (he may or
interpret future events with as much may not have committed), and the band
precision as great astrologers. wants to rescue him and escape the area.
7 Racket: the band is not fond of
competition; if the PCs appear to be
looking for similar work to their own,
they will try to threaten them to move
on.
8 Rivals: the band is in an ongoing feud
with another band, which has likely
turned violent.

180
Appendix II : Random Encounters

Roll Roll
Mercenary Detail Merchant Detail
1d12 1d12
9 Sportsmen: the band participates in 7 The merchant family has seen the
blood matches in local arenas or fighting benefit of patronizing magicians.
pits. 8 The family is trying to negotiate a
10 Thief: the band has a skilled thief; who monopoly with the local ruler over a
may be doing criminal jobs on the side. particular trade good.
11 Weapon: the leader of the band has a 9 A family warehouse was recently
magic weapon of much renown. robbed; the family wants answers and
12 Windfall: the band has recently justice.
obtained a large payment and is 10 One of the family's servants is a spy for a
currently living very ostentatiously; they rival family.
may be looking to contract skilled new 11 The family controls a dangerous
employees. supernatural creature, which they
secretly use against rivals.

RANDOM 12 The family is about to go to war against


a rival family and seeks capable agents to
MERCHANT HOUSE fight for them.

RANDOM PLEASURE
U
se the following for encounters with
powerful Merchant families.

MERCHANT DETAILS TABLE HOUSE

A
pleasure-house, in this case, could
Roll refer to a tea-house, which is common
Merchant Detail
1d12 throughout the cities of the Silk Road.
1 The head of the family recently survived This table could also be used for events
an assassination attempt. They want to in a drinking house (illegal in some of the Muslim
know who arranged the attempt; it could cities of the Silk Road, but sometimes tolerated),
be a rival or someone inside the family. drug dens, or whore-houses.
2 The family believes they are under the PLEASURE HOUSE DETAILS TABLE
effects of a curse due to a series of tragic
events. This may or may not be the case. Roll
Pleasure House Detail
3 The head of the family is nearing death, 1d12
and his eldest son is incompetent. 1 Beggar: a destitute beggar hangs
4 The head of the family is actually around outside the house, trying to
inept and dedicated to decadent social get people to invite him in. He may
activity; the real genius in the merchant have considerable knowledge of the
house is the secretary, who has taken city streets, rumors, news, or potential
control of all financial affairs. employment.
5 The head of the family favors his son 2 Dangerous Ideas: the house has
from a harem girl, causing serious strife regulars who meet there and discuss
with his wife and legitimate sons. forbidden speech; they could be heretics,
cultists, or might be dissidents opposed
6 One of the family's sons has fallen in
to the current ruler.
love with the daughter of a rival family.

181
Sword & Caravan

Roll
Pleasure House Detail Opium & Hashish
1d12
Being the two most common narcotics on the Silk
3 Disguised Aristocrat: an influential Road, these are usually found in either public or
person in the city comes to the house in hidden pleasure houses within cities, depending
disguise, not wanting to be recognized. on the law enforcement from one city to another.
4 Love Triangle: the proprietor's wife
or daughter falls in love with one of the Opium
PCs. The proprietor is unlikely to be Opium costs about 15fl per dose. Shortly after
happy with this. smoking a dose, the user will become extremely
5 Lusty Customer: one of the regulars relaxed and drowsy, no longer feeling physical
is attracted to one of the PCs and pain. Users will experience visions or wondrous
attempts to proposition them. dreams and will require a Saving Throw (vs.
6 Missing Customer: a beloved regular poison, modified by CON) to avoid falling
has disappeared. The regulars and asleep. Even if they manage to stay awake, they
proprietor want him found. There could will have a -4 penalty to attacks and to any skill
be a common reason for his absence, but checks requiring physical dexterity or mental
it might be tied to violence, crime, or concentration for 2d4 hours.
supernatural danger.
Repeated use can become intensely addictive,
7 Penniless Oligarch: A customer is requiring a Saving Throw (modified by WIS) to
either an aristocrat or trader who has avoid smoking it whenever it is readily available.
gone bankrupt or fallen out of political However, the addiction will fade if the character
favor. They are desperate to return to spends a considerable period of time without
their former status. smoking it.
8 Prejudiced Customer: someone at
the house decides that he hates one or Someone who has used opium more than
all of the PCs and wants to cause trouble three times in a week will encounter physical
for them. withdrawal symptoms, including insomnia,
sweats, general body aches, and nausea. These
9 Protection Money: A local gang
effects will cause a -1 penalty to the same checks
of criminals extorts money from the
as listed above, for 1d4 days per every dose
proprietor. The proprietor would be
of opium they used for the past month, to a
extremely grateful if someone were to
maximum of 10d4. During this entire period,
deal with them.
the character will need to make a saving throw
10 Shady Business: certain criminals use (modified by WIS, with a -2 penalty) to resist
the house to meet or engage in illegal using the drug if offered.
trade.
11 Wizard/Sage: a well-known magician Opium can also be made into a medicinal drink,
or Confucian sage spends a lot of time usually served with milk, which completely
here. deadens pain for 1d4+1 hours. A single dose
costs about 60fl. Drinking this “medicine” will
12 Would-be Hero: a young apprentice remove any penalties related to pain for the
or child of the proprietor is taken by the duration. However, it is just as addictive as the
rumors of the PC's great adventures and smoked variety.
journeys and wants to run away and join
their party.

182
Appendix II : Random Encounters

Hashish Magical Drugs


Hashish costs about 6fl per dose, and the person It is possible, and indeed present in some
who smokes it will feel relaxation, a distortion legends that there can be alchemical formulas for
of time perception and balance, a reduced modifying opium or hashish into magical drugs.
coherence, and possibly slight psychedelic These could have various effects, most often in the
experiences. For the duration of the drug, about form of granting authentic visions or other forms
1d4 hours depending on quality, characters will of divination.
have a -2 penalty to attacks and any skill check
or saving throw that requires either physical Examples can include:
dexterity or mental concentration.
² the ability to see events taking place far away
Very high concentrations of hashish can also (which may be random or based on the
be eaten. However, doing so will have an effect imbiber’s will)
that lasts 2d4 hours and will cause the imbiber ² empathic power, allowing the imbiber to read
to have very intense altered perceptions, surface thoughts and emotions in others for
hallucinations, a near-immunity to pain, and very the duration.
high susceptibility. ² the enhancement of magical affinity, granting
magicians a bonus (+1 to +3) to spell checks
Using more either form of hashish very regularly for the duration (with spell checks not being
(multiple times a week) can lead to a primarily affected by the usual drug-related penalties)
psychological addiction to the drug, requiring a ² magical vision, allowing the imbiber to detect
saving throw (modified by WIS) to resist using magical creatures, effects, and objects for the
hashish if it is available. If the character avoids duration.
using the drug for more than two weeks, the ² receiving glimpses of future events (which
addiction passes. may or may not be truthful)
² visions and communication with spirits
Bhang (which may or may not be truthful)
The following most popular form of narcotic
In any case, these would be rare and considerably
found in some regions is Bhang, which originates
more expensive than the typical drugs. In all
in India and is a drink (either alcoholic or milk-
cases, the drugs would still have potential adverse
based) that has been mixed with sugar, various
effects as well as the risk of addiction.
herbs, and a substantial amount of cannabis. It is
found in the areas of the Silk Road near Persia,
Afghanistan and Tibet, and all the territories of
the Ghurids. It costs about 12fl for a bottle. If
someone drinks it, they will experience slight
relaxation and disorientation, similar to a
strong alcoholic drink. However, consuming
a significant amount could lead to a penalty
of -1 to attacks and skill checks or saving
throws based on dexterity or
mental concentration for a
few hours.

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Sword & Caravan

RANDOM RUINS Roll


1d12
Ruin Detail

T
he deserts and badlands of the Silk 6 An inscription on an obelisk. It is almost
Road are filled with 2000+ years of certainly in some ancient language
ancient ruins, many buried beneath the (though it could theoretically be in Greek,
sands. If the characters are going off- Persian, or Chinese). The plaque likely
road into the desert, roll on the following table to commemorates some significant event of
determine ruin encounters. some ancient king. Still, it could instead
contain some kind of religious statement,
RUIN DETAILS TABLE or it might be a magical inscription,
potentially a curse.
Roll
Ruin Detail 7 A palace in ruins. Partly collapsed, some
1d12
areas may still be intact. It may be used as
1 An altar or pedestal, the only remainder a hideout for brigands or a lair for undead
of some ancient temple. The location may or monsters.
be haunted or be the lair of a demon, 8 A pool, probably from the time of the
spirit, or jinn. The altar itself may have Persians or Alexander. It is almost
some magical property, likely triggered by certainly dry now, though it might
the offering of a blood sacrifice (possibly still have enough moisture to grow
human, if the temple was to a malevolent moss or weeds if it was fed by a natural
force). spring. These may have some medicinal
2 An arch, in the Greek style. properties.
3 A caravanserai or fort, abandoned in 9 A statue, probably of some great king,
past centuries when the desert expanded though only parts of it may remain (like
and a road that once went this way was two trunkless legs).
swallowed by the sands. There could still 10 A temple, tomb, or Magian tower; may
be some items or supplies here. still contain magical qualities, and
4 A column in the Greek style. though abandoned, may still have traps,
5 The foundation of a building, likely once creatures, or treasures.
a palace or temple. It is all that remains, 11 A wall, possibly decorated with partly-
though there may be some hidden access faded art or inscriptions.
to an underground level. 12 A well. It could be dried or may still have
water. The bottom of the well may have
access to an aquifer system, which may
have creatures or long-hidden treasures
inside.

184
Appendix II : Random Encounters

RANDOM Roll
1d20
School Detail

SCHOLARS/SAGES 7 Demon Cult: this is a demon cult


disguised as a philosophical school.

U
se the following reference if you want 8 Espionage: One school member is not
the PCs to encounter a school of sages, what he appears; he is either a spy for
scholars, or academics in any of the the local government, a foreign agent or
prosperous cities of the Silk Road. an Ismaili Assassin in deep cover.
9 Fundamentalist Persecution:
SCHOOL DETAILS TABLE The school is threatened by a group of
Roll religious fanatics who consider them
School Detail heretics. This is not uncommon in the
1d20
Muslim areas of the Silk Road, but this
1 Alchemists: the school has magicians could sometimes happen in the areas
working on alchemical experiments. dominated by Chinese influence, where
Some of these might be dangerous, and the school could be committing offenses
some likely forbidden (the making of against a particular branch of Buddhism
gold, in particular, is outlawed without by teachings that contravene their
the permission of the local ruler). dogma.
2 Astrologers: the school specializes 10 Gifted Simpleton: the school has in
in astrology, the most respectable and their possession a youth who is mentally
tolerated form of magic in the Silk Road. defective and yet has an incredible
They will have considerable expertise in ability (to calculate incredibly complex
the subject. sums, perfectly recall facts, or to
3 Civil Servants: the school is made up perform music, etc.).
of members of the literate civil-servant 11 Great Scholar: A school member is
class of the city. Their scholarship is a foremost expert on one of the arts or
mediocre on various subjects, but they sciences, from whom many people come
will obviously have meaningful political to seek information.
connections.
12 High Society: the school has
4 Conspiracy: the school is a front for connections to the local upper class.
a plot to take over the city or region in One of the ruling families or wealthiest
the name of a foreign ruler, or a deposed merchants may be a patron of the
former ruler, or a religious movement. school, or some member of the families
Alternately, the school teaches politically could even have joined it (perhaps to the
dangerous ideas in opposition to the chagrin of other family members).
current government. They may be
secretive about this, but sooner or later 13 Madness: One member of the school
the knowledge, and danger of this will had some kind of supernatural incident
come out (at least as a rumor). (failed magic, an artifact, forbidden
book, or creature encounter) that has
5 Courier Needed: The school wishes left them mad. The school is looking
to either deliver or receive some kind of for help to cure him and discover what
valuable artifact (most likely a book, but happened.
it could be something else) from another
city or region. 14 Magician: A highly-capable magician
is a member, though not necessarily the
6 Degenerates: the school is primarily school’s leader.
used as an excuse for its members to
participate in debauchery.

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Sword & Caravan

Roll
1d20
School Detail RANDOM SUFIS

U
15 Murder: One of the school members se the following reference if you want to
was recently killed; it’s not clear who the have the PCs encounter a random group
murderer was or whether the danger is of Sufis in any given city.
from inside the school or outside.
16 Non-human: One school member is SUFI DETAILS TABLE
not actually human but something else
Roll
in disguise. Most likely, the imposter is Sufi Detail
1d10
a Jinn but could be some other kind of
supernatural being. Their knowledge is a 1 Demon Cult: posing as faithful
product of great longevity. mystical servants of Allah, the
17 Reanimator: one or more school leadership of this cult actually serve a
members are dabbling in necromancy or demon.
study of the undead. 2 Fake (degenerates): Pretend to be a
18 Slander: a former member of the taboo-defying sect like the Qalandari,
group is making outrageous claims but they are actually only dedicated to
about the school, trying to cause trouble forbidden pleasures and may, in fact, act
for them. He may be trying to rile the as a prostitution ring.
authorities or citizens to act; alternately, 3 Fake (scam): The “Sufi master” is not
the school might be trying to silence from a genuine line and has very little
him. knowledge to impart, but makes a good
19 Treasure Hunt: The scholars of the living out of selling cheap wisdom to
school have been seeking the legends of eager students.
a lost city from ancient times and think 4 Influential: This particular group has
they have found its location. They expect gained political/social influence as many
to find great treasures or artifacts there. powerful people in the city/region have
20 Visionary: the school has a member been drawn to its teachings. This also
who is either a Sage Master of the I brings complications, as others may be
Ching or a Sufi mystic who can see upset at their power.
through time, getting insights of events 5 Magicians: this sect may once have
from the distant past or possible courses been part of a legitimate Sufi line but
of future events. have no true Sufi initiates among them
now. However, many of their number
are now instead skilled in magic.
6 Migration: either for spiritual or
political reasons, the Sufi teacher of this
school wishes to leave this city/region
for another location. He may wish for an
escort.
7 Relic: This Sufi group is charged with
keeping safe a holy artifact, possibly the
shroud, prayer beads, or other objects
belonging to a long-dead Sufi master,
which is now saturated with his “baraka”
or holy power.

186
Appendix II : Random Encounters

Oasis Keepers: These tribesmen are


Roll permanently based on an Oasis not far from the
Sufi Detail
1d10 road.
8 Revolutionaries: these Sufis are
in peaceful or perhaps secretly violent Scavengers: an impoverished tribe, they survive
opposition to the ruling force in the city from collecting garbage and sometimes engaging
or region. in highly opportunistic banditry.
9 Secret Saint: the master of this Traders: these tribesmen engage in trade
group is a very powerful Sufi with great, along the silk road. Goods can include horses
miraculous powers but usually keeps or camels, food or water, tribal products, or
his abilities hidden to all but the most sometimes artifacts.
dedicated students. Even so, there are
rumors of his power, though others Roll on the following table if you want the
doubt it or claim it fake. tribal encounter to include some kind of
10 Seer: the Sufi master has prophetic adventuring element:
visions and may have one for the PCs.
Current Tribal Complication Table (1d8):

RANDOM
CURRENT TRIBAL COMPLICATION
TABLE

TRIBESMEN Roll
1d8
Current Tribal Complication

TRIBE BUSINESS TABLE 1 Celebration


2 Criminal
Roll
Tribe Business 3 Monster
1d8
1 Bandits 4 Raid
2 Chiefs 5 Succession
3 Fanatics 6 Tribal Meeting
4 Guides 7 Tribal War
5 Mercenaries 8 Witchcraft
6 Oasis Keepers
Celebration: the tribe is in the middle of a
7 Scavengers celebration. Either a wedding, possibly with
8 Traders another tribe present, the birth of a child, or
some kind of religious festivity. If the tribe doesn’t
Bandits: the tribe mainly engages in banditry to consist of bandits or fanatics, they will likely be
survive. hospitable and welcoming to outsiders during this
time.
Chiefs: this is the tribe of a local chief who rules
over other bands. Criminal: someone has broken the laws of the
tribe. It could be for a typical crime or for some
Fanatics: religious fanatics (most likely Muslim) kind of violation of a tribal taboo. There’s an 80%
who have very strict interpretations of their faith. chance that the criminal in question has fled or is
in hiding, and the tribe is dedicating its efforts to
Guides: these tribesmen make their living as
finding them.
caravan guides and workers.

Mercenaries: these tribesmen are sell-swords.

187
Sword & Caravan

Monster: a dangerous supernatural monster is in the area. If the creature is particularly dangerous or
magical, the tribesmen might be desperate for help in defeating it.

Raid: The tribe recently suffered a raid from a rival tribe. They may be trying to flee or preparing to
fight back, depending on the tribe’s strength.

Succession: The head of the tribe has recently died. A new chief must be chosen. This is usually done
by inheritance, but not always primogeniture. Thus, relatives (sons, brothers, cousins) of the chief may
be in conflict with each other, seeking to gain power over the tribe. Alternately, a new young chief may
have radical ideas, out to prove himself in a way that might cause trouble.

Tribal Meeting: a meeting of two or more tribes for trade, marriage plans, or alliances. Outsiders are
typically not welcome at this time, though in some cases, one tribe or another may have some agenda
that could involve the use of outsiders.

Tribal War: two or more tribes in the region are in conflict. The whole area is affected by this warfare,
and outsiders may be preyed upon or recruited to fight for one side or another.

Witchcraft: some sinister magician may be causing harm in the area. This could involve plagues,
curses, poisoning, the kidnapping of children or women, or raising undead. The threat may be from an
individual or some kind of cult or sect. The local tribe may wish for help from outsiders in dealing with
the source of this evil.

188
Appendix II : Random Encounters

RANDOM VILLAGE Roll


1d20
Village Detail

T
hroughout the Silk Road, between the 9 The villagers have a reputation for being
major cities (though usually less than tough and making good mercenaries
a day from a major city and not in the and guards.
broader areas devoid of civilization), 10 The village is threatened by a
there are numerous small villages. Some of these supernatural monster that has made the
will have a caravanserai, but many will not (with area a hunting ground.
Caravanserais often locating themselves in some 11 A village elder is a famous poet.
area near but not in a village).
12 A village woman is known to be either
Use the following table if you want to have some a famous herbalist and/or an expert
random detail of interest for a small village. poisoner.
13 The village is poor and has an excess of
Village Detail Table (1d20): young women; they would like to marry
them to wealthy foreigners and get them
VILLAGE DETAIL TABLE
to settle here.
Roll 14 The village is linked to a slave trader. If
Village Detail
1d20 travelers seem isolated or vulnerable,
1 The village is under threat by bandits the villagers might capture them to be
who demand tribute to avoid raids. illegally sold into slavery.
2 The village is run by a bullying brute; 15 The village has a mineral spring that has
the real headman is too old and weak to excellent curative properties.
fight him. 16 The villagers are mild swindlers, over-
3 The village breeds camels of very good charging visitors for any services.
quality. 17 The villagers are all members of a
4 The village is in conflict with a religious minority in the region, which
neighboring village, which has recently sometimes causes conflicts with their
become bloody. neighbors.
5 The headman's daughter is an 18 The village is in conflict with the
exceedingly impressive beauty. She local authorities because of what they
also has eyes for handsome foreign consider excessive taxation.
adventurers, which could cause great 19 One of the villagers is a legendary
trouble should the headman suspect any warrior, now retired (at least
naughty behavior. momentarily).
6 The village is under the sway of a false 20 The village women are all marvelous
holy man. There's a 30% chance he may cooks.
be serving a demon; otherwise, he's just
a con artist.
7 The village headman was a former
bandit with a treasure horde in a hidden
cellar below his home.
8 A crazy hermit lives here; he or she may
be a Sufi, magician or witch, a sage, or
just a crazy person.

189

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