Professional Documents
Culture Documents
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
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.
ii
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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Sword & Caravan
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Table of Contents
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
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
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
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Sword & Caravan
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.
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.
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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.
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
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Introduction
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Sword & Caravan
SETTING OVERVIEW
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
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I : Setting Overview
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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).
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I : Setting Overview
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Sword & Caravan
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.
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I : Setting Overview
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Sword & Caravan
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.
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I : Setting Overview
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.
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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.
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I : Setting Overview
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
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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.
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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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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
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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.”
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.
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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
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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
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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.
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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 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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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
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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.
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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.
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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.
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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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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
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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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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.
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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
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Torugart Pass
fortress and a moderately sized market.
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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.
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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)
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
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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.
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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
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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
ROUTE) crocus.
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
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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.
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.
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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
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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
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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
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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.
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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.
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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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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).
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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).
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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
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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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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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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.
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III : Classes & Powers
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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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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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.
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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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# 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.
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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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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
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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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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.
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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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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.
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.
# 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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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.
# 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.
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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.
# 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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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:
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
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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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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.
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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.
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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)
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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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.
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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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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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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
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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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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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VI : Encounters & Events
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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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
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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.
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%:
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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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.
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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VI : Encounters & Events
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.
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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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.
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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
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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.
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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: 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.
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):
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.
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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.
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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.
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VII : Justice
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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.
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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).
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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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IX : Chronology of the Silk Road
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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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IX : Chronology of the Silk Road
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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IX : Chronology of the Silk Road
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.
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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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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IX : Chronology of the Silk Road
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.
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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.
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IX : Chronology of the Silk Road
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.
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
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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
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Appendix I : Names on the Silk Road
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* “Al-Hajji” is the byname of a Muslim who has performed the pilgrimage to Mecca.
164
Appendix I : Names on the Silk Road
165
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166
Appendix I : Names on the Silk Road
167
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168
Appendix I : Names on the Silk Road
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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”)
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Appendix I : Names on the Silk Road
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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
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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
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.
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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.
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Appendix II : Random Encounters
177
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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.
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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 PLEASURE
U
se the following for encounters with
powerful Merchant families.
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
183
Sword & Caravan
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
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.
185
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
RANDOM
CURRENT TRIBAL COMPLICATION
TABLE
TRIBESMEN Roll
1d8
Current Tribal Complication
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
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