Sunday, February 18, 2024

The Guilds of Calimport

Guilds are the life blood of Calimport. Nearly every Calishite is a member of at least one guild associated with their level of education, skills, or personal interest. 

It is not uncommon for guilds to dissolve and reform with a renewed charter. Some guilds have strict requirements of their applicants, there is a fee to join any guild, and everyone is required to have a guild sponsor or letter of recommendation before a guild application will be considered. 

Guildhalls in Calimport are often combined businesses, meeting halls, and living quarters for many of their members but their primary function is to serve as a central headquarters for the guild. These are often clustered in close proximity to khanduqs and bazaars where their members' skills and usefulness are best utilized.

Non-mercantile guilds can be roughly categorized into city labor and public works guilds, service industry and crafters, special interest, and skilled labor force.

 


City labor and public works guilds: 

Guild, guild hall, (Ward) guild prestige 

  • Brotherhood of Chandlers and Lamplighters “Illuminators”, Memnon’s Fingers (Quill Ward) Also a minor arcane guild of illumination and divination magic specialists. Platinum guild.
    • This unique pentagonal building is known for its five minaret towers- each four stories at the intersections of the building's structure. Magical fires remain ever-lit atop the minarets. This effect and the off-white glazing and the brick patterns of the minarets make all five towers appear as gargantuan candles. 
  • Circle of Architects, Engineers, and Planners, Taanith’s Khanduq (Khanduq Ward) Silver guild.
  • Adnan el Beza
    Sultan of the Wizard Ward
    and Caliph Arcane
  • Guild Arcane, The Auret (Wizard Ward) the premier and primary wizard guild. Platinum guild.
    • Seven stories tall and more than 75 feet wide at its base, this seemingly solid gold minaret is among the most impressive sights in Calimport. Magical sigils scrawl themselves in what seems to be a liquid gold skin of the otherwise doorless minaret. 
  • Jinnborn guild of Dock-Workers and Harbor CleanersWaterman’s Hall (Hook Ward) Copper guild.
    • Water Siraati Jinnborn watermen appropriated these responsibilities from the Harbormaster's guild ten years ago. 
  • Jinnborn guild of Offal-Movers and DungsweepersThe Lumaldah (Trades Ward) Copper guild.
    • Earth Siraati Jinnborn procured this guild ten years ago. 
  • Order of Bricklayers, Brickmakers and Street PaversYlar's House (Trades Ward) Silver guild.
  • Order of Stablemasters, Farriers, and GroomsThe Violivery (Grand Ward) Copper guild.
  • Plumbers and Sewer-Workers, El Muzaddhishadah (Shackles Ward) Copper guild.
  • Oread guild of Stonecutters and MasonsSadidahjalan (Makers Ward) Gold guild.

 


Trades and service industry: 

Guildguild hall, (Ward) guild prestige 

  • Bakers Guild, The Twelve Ovens (Trades Ward) Silver guild.
  • Basketmakers GuildTwelve Reeds House (Makers Ward) Copper guild.
  • Cobblers SocietyThe Dao’s Step (Emerald Ward) Also a minor arcane guild. Platinum guild.
    • This guildhall gains its name from a children's story about the first shoes created by the First Trader of Calimshan. In essence, a powerful dao was jealous of the opulence and cleanliness of the other genies, since his feet were always muddy from walking on and under the ground. The First Trader created the first slippers so the dao could appear as prosperous as the other genies. Thus, shoes and slippers are seen as social climbing tools more than mundane footwear. 
  • Council of Bowyers and FletchersThe Quiver (Palace Ward) Gold guild.
  • Dutiful Circle of Binders and PrintersThe Bindery (Grand Ward) Also a minor arcane guild. Platinum guild.
  • Janar el Vyrsatyr
    Sultan of the Jewel Ward
    Druzir of the Octel Drudach
    Silversmiths Guild Officer
    Entertaining Society of Innkeepers, Casino owners, and Taverners (rivals with Sylph hookah parlors), Everfull Jack (Hook Ward). Platinum guild.
  • Glassblowers and Bottle-Makers, The Desert’s Gifthouse (Grand Ward) Gold guild.
    • Near the top of the two-story minaret attached to the two-story building is a 6-foot-high hourglass that magically flips itself within its minaret stand upon filling its bottom level. The sands within are blood red, and the hourglass takes four hours exactly to fill each time. As the top base of the hourglass is of gold and the bottom of silver, folk can roughly gauge time by the Desert's Gifthouse. 
  • Glaziers Society, Shiinalidajh (Grand Ward) Also a minor arcane guild. Platinum guild.
    • Among the brightest of buildings, Shiinalidajh is covered with cornflower-blue glazing and its roof tiles are a dazzling white.
  • Grocers and Farmers Guild, The Shanates' Bounty (Trades Ward) Silver guild.
  • Ifrit guild of Metalforgers Guild, Hammersring Hall (Hammer Ward) Gold guild.
  • Jeweler’s Guild, Lupalidah (Jewel Ward) Also a minor arcane guild. Platinum guild.
  • Kindly Order of Silversmiths, Seven Chalices Trading House (Emerald Ward) also a minor alchemist guild. Platinum guild.
  • Lock and Finesmiths’ Guild, Aratabarh (Jewel Ward) Gold guild.
  • Office of Money-Lenders, Coinsmiths, and Pawn-Brokers, The Counting House (Faiths Ward) Platinum guild.
    Omar Borkan Al Gala
    Pasha of the Order of Clerks, Scribes, and Scriveners
  • Order of Clerks, Scribes, and Scriveners, The Graven Word (Quill Ward) Also a minor arcane guild of Ink specialist mages. Platinum guild.
  • Order of Dyers and Weavers, Loom Halls (Wizard Ward) Gold guild.
  • Order of Goldsmiths and Gilders and Banking Guild, The Gilded Coin (Jewel Ward) Platinum guild.
  • Order of Perfumists, Apothecarists, and Soap-Makers, House of the Veil Gizara (Palace Ward) Also a minor alchemist guild. Platinum guild.
  • Order of Skilled Coopers and Barrel-Makers, Bahil-Bakadah (Maker’s Ward) Silver guild.
  • Order of Skilled Wagonmakers and Coach Builders, The Wagon House (Caravans Ward) Silver guild.
  • Pewterers’ and Casters’ Guild, Casters' Claim (Maker’s Ward) Silver guild.
  • Rigid Order of Armorers and Shield-Makers, Shield Hall (Hammer Ward) Silver guild.
  • Sail and Rope-Makers League (mostly Sylph and Air Siraati Jinnborn), Kealza’s Home (Hook Ward) Silver guild.
  • Shipwrights' GuildFurlesahdah (Hook Ward) Gold guild.
  • Skilled Circle of Cooks and TastersThe Circle’s Ovens (Palace Ward) Also a minor alchemist guild. Platinum guild.
  • Skilled Smiths and Metalworkers Guild (rivals with Ifrit Metalforgers), The House of Five Rings (Hammer Ward) Gold guild.
  • Society of Diligent Gemcutters (rivals with the Jeweler's Guild), Four Bezels (Jewel Ward) Platinum guild.
    • This building is a marvel to behold; its low domes appear to be dazzling translucent azure gems of monstrous size, bezel cut and attached to the roof.
  • Sylph guild of Innkeepers, Gambling halls and Hookah parlors owners, The Veiled Dance (Hook Ward) Platinum guild.
  • The Most Splendid Order of Tailors, Keffiyehdah (Palace Ward) Also a minor arcane guild of abjurists. Platinum guild.
    • Fashion in Calimshan is held in higher regard than personal protection, so it becomes the responsibility of the highly skilled tailors who bring together fashion and function. 
  • True and Skilled Guild of Weapon-Makers, Syrimatarah (Hammer Ward) Gold guild.
  • Trusted Order of Wheelwrights, The Nazullah (Caravans Ward) Silver guild.
  • Vintners, Distillers, and Brewers Guild, Sunned Barley Villa (Trades Ward) Also a minor alchemist guild. Platinum guild.
    • Joining the guild is not difficult, but remaining in the guild without becoming part of the Golden Sands brewers or distillers is nearly impossible.
  • Wood Carvers Order, The Treant’s Khanduq (Khanduq Ward) Silver guild.

 


Skilled labor force: 

Guildguild hall, (Ward) guild prestige 

  • Carters, Coachmen, and Caravans Society, The Costerest (Caravans Ward) Also a minor warrior guild. Silver guild.
  • Circle of Butchers and Dressers, Chathaodah (Crypt Ward) Silver guild.
  • Hashmuk yn Romoshin
    Cleric of Myrkulos
    Nykkar Guild Member
    Circle of Dentists, Physicians and Midwives, Home of the Healers (Quill Ward) Also a minor alchemist guild.  Gold guild.
  • Distinguished Society of Enforcers, Mercenaries, and Sellswords (rivals with the Thugs), The Strong Arms (Shackles Ward) Also a minor shrine to Hoar. Silver guild.
  • Fellowship of the Nykkar- Guild of Undertakers, The Sahalarka (Crypt Ward) Also a minor arcane guild of necromancers. Platinum guild.
    • This building contains the offices, living quarters, cellar storerooms, and workrooms for Calimport's undertakers and the managers of the Crypt Ward's burial services. Located here is a shrine to Myrkulos the Death Diviner, the decorations however and many of the services performed herein have more ties to the long-dead worship of Jergal (as it did when Myrkul was the preeminent god of death before the Time of Troubles).
  • Daud el Vehmet
    Sultan of the Khanduq Ward
    Cleric of Azuth
    Pasha of the Spicemonger Fellowship
    Guild of Drovers, Shepherds, & Animal Handlers, The Cattlemens’ House (Caravans Ward) Copper guild.
  • Undine Guild of Fishermen, Whalers, and Undersea Hunters, The Harpoon Minaret (Armada Ward) Silver guild.
  • Guild of Skinners, Tanners, and Leather-Workers, Sadufah's Tannery (Trades Ward) Silver guild.
  • League of Harbormasters, and Ferrymen (rivals with the jinnborn Watermen), Maridah (Dock Ward) Gold guild.
  • Master Mariners Guild, Shipmates’ Hall (Dock Ward) Platinum guild.
  • Mighty Guild of Warriors, Bouncers, and Thugs (rivals with the Enforcers), ? (Various) Copper guild.
  • Order of Fishmongers, Shelamardah (Dock Ward) Copper guild.
  • Order of Hunters and Furriers, Osiirdah (Crypt Ward) Copper guild.
  • Packers Guild, Algharabadah (Hook Ward) Copper guild.
  • Spicemonger FellowshipThe Miatarra (Khanduq Ward) Silver guild.

 


Special Interest: 

Guild, guild hall, (Ward), Platinum guilds

Rahim yn Uarel
Cleric of Milil
Full Member at the Chorus Council
  • The Chorus Council (Bard College and Entertainers guild), Vimahlydah (Quill Ward) Platinum guild.
    • Quarter of their members are Air Siraati Jinnborn. 
  • Fellowship of Surveyors and Cartographers, Eyesafar Hall (Wizard Ward) Platinum guild.
  • Guild of Archeology, Expedition Services, and Research, Residence of Del'Hazzir (Rivals with mappers fellowship), (Hook Ward) Platinum guild.
  • Jhasinnar Sodality, a prestigious guild of courtesans, The Silkhanduq (Palace Ward) Also a minor shrine to Siamorphe. Platinum guild.
    • Jhasin and jhasina are the terms in Alzhedo for what are often called harem slaves or courtesans. The words loosely translate to handsome and beauty. In Calimshan, the jhasinnar and jhassinni have a higher station than many among the working class Calishites. The education of a courtesan makes a jhasinnar equal in social value to those the skilled labor class, for they are versed in song, music, dance, art, the recitation of great literature, the art of massage, and other duties.

 


Guild Membership

Most Calimshan guilds are built on a three-level membership structure: apprentice, journeyman, and finally full member. 

Each guild level comes with different requirements and cost associated with membership based on their prestige that gives them many benefits, including valuable training and resources depending on the guild’s charter.  

On the streets, one identifies themselves as a guild member with a Guild Mark. 

The level of guild prestige is measured, like most things in Calimport, by the value of coin. This coin-based prestige rating speaks to the exclusivity of the guild, amenities and training the guild offers. the value the guild has upon the community, and skill required for that guild. 

  • A copper level of guild prestige, like its coin namesake in Calimport is called a unarche guild.
  • A silver level of guild prestige is called a decarche guild.
  • A gold level of guild prestige is called a bicenta guild.
  • A platinum level of guild prestige guild is called a kilarche guild. These guilds are the most exclusive and elite. To join a kilarche guild one pays the bicenta guild membership and must perform a service or make some kind of contribution to the guild or its members. 


Apprentice 

An individual can be an Apprentice in no more than three guilds at one time. 

  • Apprentice in a copper prestige guild: 1,000 gp
  • Apprentice in a silver prestige guild: 2,000 gp
  • Apprentice in a gold/platinum prestige guild: 3,500 gp
Benefits:

  • Apprentice level guild members receive 7.5% share of profits from guild acquired jobs. 
  • Apprentice level guild membership reduces some of Calimshan’s enhanced economy on Arcane Marks, as well as goods and services related to the guild and its charter. 
  • Downtime guild training can be obtained as an apprentice until 5th character level. 

*Raw crafting materials related to the guild’s type and function are purchased at regular list cost with all guild membership levels. 


Journeymen 

After at least two successful apprentice guild assignments, an individual is eligible to become a guild Journeymen. An individual can be a Journeymen and be in no more than two guilds at one time. (Jx2 or J&A)

  • Journeymen in a copper prestige guild: 3,500 gp
  • Journeymen in a silver prestige guild: 5,500 gp
  • Journeymen in a gold/platinum prestige guild: 7,000 gp
Benefits:
  • Journeymen receive 15% share of profits from guild acquired jobs. 
  • A Journeyman level guild membership further reduces Calimshan’s enhanced economy on Arcane Marks, as well as goods and services related to the guild and its charter. 
  • Downtime guild training can be obtained as a journeymen until 9th character level. 


Full Guild Member

After at least three successful journeymen guild assignments, an individual is eligible to become a Full Guild member. An individual can only be a full member of one guild- regarded as his or her or her Primary Guild. An individual can only be a full member of one guild at any time. However, they may be a journeyman or apprentice in one other secondary guild. A full guild member usually forsakes all apprentice memberships in other guilds. 
  • Full guild member in a copper prestige guild: 7,000 gp
  • Full guild member in a silver prestige guild: 8,500 gp
  • Full guild member in a gold/platinum prestige guild: 10,000 gp

Benefits:

  • A Full Guild Member eliminates Calimshan’s enhanced economy on Arcane Marks, as well as goods and services related to the guild and its charter. 
  • Full guild members receive 20% share of profits from guild acquired employment. 
  • Downtime guild training can be obtained as a full guild member until 13th character level. 


Full Guild Member Tiers, Guild Officers and Pasha

Once becoming a Full Member, common inner guild organization tiers are as follows: 

  • Full guild member, Full guild member Tier II, Full guild member Tier III. 
  • Full guild members pay half the full guild membership cost (see above) to ascend to Tier II and again to Tier III. 
  • Once a Tier III Member, that individual can elevate to Guild Officer I then Guild Officer II and finally guild Pasha. 
  • Guild officers are exempt from further membership fees and elevate themselves in the guild differently. 
  • There are no more than one Guild Officer I, Guild Officer II, or Pasha in a guild. 
  • Guild officers receive 30% or more share in all guild profits. 
  • There is no limit to what a guild Pasha earns. 

Friday, February 16, 2024

Manual of the Zaratan

Manual of Monsters (Zaratan

Aura: minor divination; CL: 3rd

Slot: —; Price: 2,450 gp; Weight: 5 lbs.

Description

A manual of monsters is a heavy, hardbound tome of lore; often crafted with a hide cover and containing many pages of illustrations of various beasts, along with the known lore about them.

Each manual of monsters gives information on a single creature type (the Zaratan). If the wielder studies the manual for 15 minutes each day, for 24 hours he gains a +8 bonus to Knowledge checks made to identify creatures of that type and their powers and weaknesses. 

Each manual of monsters can be used for study only once each day—after that its words and illustrations blur into illegibility until 24 hours have passed. These magic tomes are among the most commonly created magic lore books; they are called bestiaries, collections of creatures, folios of fiends, or mystic menageries.

Construction Requirements: Craft Wondrous Items, augury; Cost: 1,225 gp.

Note: Normally a wonderous magic item, this small book is actually a Captain's log of someone who had been tracking the great mythical creature. It was found in a cave. 

Sunday, February 11, 2024

Calishite Economy, Arcane Marks, and Calishite Mosaics

Calimshan Enhanced Economy

Through its history, Calimshan has been one of the wealthiest lands in all the world. Northerners may well wonder how a small, desert country has come to enjoy seemingly perpetual prosperity. The answer is craft and trade.

Calimshan sits at a kind of global crossroads, with goods flowing into the land from all points of the compass.

Calishites value the mercantile arts in the same way some northern lands value the martial arts. A Calishite spice merchant can tell you how much a pound of ginger is worth in Shou Lung, the likely price it will command in Waterdeep, how much it will cost to transport it, the probability of loss, and the exact margin that can be squeezed from each leg of the journey. Such knowledge readily translates into coin.

The Time of Troubles saw trade sink to a low point, although it never disappeared— soldiers still needed to be fed, clothed, and armed. 

While most Calishite agricultural produce is consumed locally, there is an overseas market for the fig wine fermented along the Calim River. The perfumers of Calimport enjoy an excellent reputation, with their products in high demand in northern Faerûn.

Calimshan is also home to many world-class artisans and crafters. Their fine ironmongery, including items such as needles and wire, is exported everywhere. Calishite carpets and jewelry is also prized. Finally, there is an insatiable market for the minor magic items turned out by the workshops in Almraiven.

To summarize, Calimshan’s native advantages have enabled the country to quickly bounce back from the Time of Troubles.

In Calimshan, retail markets- magic items, weapons, armor and the like are 10%- 50% higher than the listed base price to reflect the rich opulent Calimshan markets. This increase also applies to magic item creation costs. Return on selling items remain unchanged.

*Membership in a guild has the potential to offset the Calishite economy upcharge depending on the guild’s charter, the character's membership tier, rarity of the item, and by what means the item is purchased (i.e. legitimate, black market dealings or other means). 

For example: for materials to scribe scrolls, a character could buy the materials at a vendor or shop and haggle at retail price, or join a scribes guild, arcane guild, or scriptorium to overcome all or a portion of the upcharge. 

See also Haggling in House Rules

Racial and social prejudices or favoritism in certain markets can also affect a character’s encounter with Calimshan's enhanced economy.

 


A Place to Stay

Lodging quality refers to the inns, row houses, parlors, and taverns that cater to all manner of Calishites and visitors. The quality of an establishment reflects the number of amenities, level of privacy, as well as the furnishing of the rooms. 

Dining quality credits the merits of the kitchen, variety of the menu- from food to smoking products, the cleanliness of the help and the superiority of their coffee.

LODGING QUALITY

  • Excellent- Excellent implies the lodgings, inns, row houses, or the like to be of unequaled quality: triple listed price for these accommodations. 
  • Good- indicates average city lodgings: double listed price for these accommodations. 
  • Fair- indicates average lodging and rooms: list price for accommodations. 
  • Poor- unknown outside the Shackle Ward, indicates below average lodging and rooms: half price for accommodations. 

DINING QUALITY

  • Expensive - double listed price
  • Moderate - listed price
  • Cheap - half listed price




Magic 

Magic use and its creation is highly monitored and sanctioned in Calimport by the Auret- the arcane guild in Calimport. 

To purchase magic, enter certain warded areas, and have access to Calashite mosaics are all possible when in possession of an Arcane Mark. An arcane mark can be obtained through guild membership or purchased directly from the Auret. 


The Arcane Mark


Less than a half inch wide, typically made of bronze or electrum, these metal bands are permanently fused together on the wearer’s bicep, wrist or in rare cases the ankle. 

They are reputed to be counterfeit proof and only Auret leadership knows the secret enchantment and construction process. 

Around these metal bands are engraved runes, elemental symbols as well as religious, guild, family or patron symbols making Arcane Marks highly personalized

The purpose of the Arcane Mark is deeply rooted in Calimshan history from when the genies and genasi ruled. They are are a tribute to the origins of Calimshan and to the elemental genie-kind of old. 

Arcane Marks also allow individuals full access to magic in Calimport. This includes legitimate buying, selling or trading magical items, scrolls, potions, spells, as well as access to Calashite mosaics (see below) or magically guarded drudachs of Calimport. 

Not only does an arcane mark articulate the wearers status in high society it also identifies someone as a person of magical means and resource. Arcane marks can be thin decorative collars, cuffs, bracers, or wristlets; some with personalized embellishments. 

To purchase, sell, or trade any form of magic or magic item or to use a Mosaic, one must have an Arcane Mark of equal or greater level than the Caster Level of the magic, magic item, or mosaic. 

Without an Arcane Mark mosaics will not function and the penalty for trading magic without a proper arcane mark in Calimport, if caught carries a penalty of 20-40 public lashings, confiscation of the property, and black-listed in the eyes of the Auret. 


Arcane Mark tiers are detailed below and are upgradeable. 

  • Lesser Arcane Mark gives it's possessor the ability to buy and sell magic items, scrolls, potions, spells up to CL3 as well to Calashite Mosaics that effects don't exceed 3rd level. 1,000 gp
  • Basic Arcane Mark gives it's possessor the ability to buy and sell items, scrolls, potions, spells up to CL6 as well to Calashite Mosaics that effects don't exceed 6th level. 1,500 gp
  • Major Arcane Mark no restrictions on buying, selling or trading magical items, scrolls, potions, or spells and access to all Calishite Mosaics2,000 gp



Calishite Mosaics

An almost unheard-of magical construct outside of Calimshan, the ancient mages of the ancient Shoon Imperium devised ways to embed magic into beautiful mosaic stonework, allowing permanent magical effects to be placed on floors, archways and within walls or rooms. Calishite mosaics are a delicate, beautiful blending of magic and colorful stonework that are static sites of magic. 

Some locations of powerful Calishite mosaics are a closely guarded secret but more common ones are widely known. 

Examples include: 
  • Mosaic of Candle Lights: At the Graven Word, Headquarters of the Masterful Order of Clerks, Scribes, and Scriveners is a mosaic that creates a floating sphere of white light that emits brightness equal to that of a candle. Users can move this sphere as they desire with our concentration. 
  • Mosaics of Seeing Stones: In the Wizard Ward at the Savras Temple of Seekers is a Seeing Stones mosaic except the duration of the effect is for 8 hours. 
  • Dragon Maw Mosaic: The Dragon's Maw in the Hammer Ward there are two buildings joined by a glazed tile facade creating an illusion of one building. An elaborate metal superstructure was built around the lower front building in the shape of a dragon's head and torso, its wings arcing back to merge with and support the upper most balconies of the taller building. The glazed tiles and mosaics that cover and fill the metalwork skeleton of the dragon are a dazzling sapphire-blue hue, and the metal horns and teeth of the head are offset with white marble mosaics. Those who can access this mosaic receive the benefits of Fate Revealed for 24 hours until the subject activates its benefits. 
  • Mosaics of endure elements: The most common in Calishite society, and the most attainable for most Pashas. Subjects in the area of this beautiful soothing mosaic enjoy the effects of the endure elements spell.
  • Mosaic of purity: Another common mosaic in Calimport, this mosaic acts as a neutralize poison effect. The most popular of these are located at the The Silver Circles Inn and Bathhouse in the Hook Ward. 
  • Mosaics of scrying: Contact with a particular formation within the mosaic allows the caster to mentally scry the true thoughts of others in contact with the other parts of a room mosaic (such as a mosaic laid into the floor of an audience chamber).
  • Mosaics of sending: When casters touch these, an illusion of the caster arrives at any of the mentally-chosen other mosaics of sending linked to it. The illusion acts as a project image in terms of communication, allowing the illusion to act as eyes and ears but not allowing spellcasting at the sending site.
  • Mosaics of protection: Similar to the shield spell but larger than one person and acting in a radius, these mosaics lie beneath the beds of royalty. The shield can be activated either verbally, or it automatically. This mosaic can also be set to protect rulers on thrones.
  • Mosaics of spell-storing: If the person standing upon one of these mosaic knows the command words, she can merely walk to the mosaic, touch or step on it, and activate the spell as if she wore a ring of spell-storing. These mosaics are rare, and are among the most powerful of mosaics.
  • Silver Mosaic: At the Sahalarka in the Crypt Ward, this mosaic depicts holy warriors defeating hordes of undead. Bringing a weapon into this mosaic confers the benefits of silversheen for a brief time.
  • Mosaic of warmth: As expected, these were placed within the decorations in the baths and kept surfaces, bathers, and waters warm.
  • Mosaic of remembrance: This mosaic, located high in the Arcane Guild, can be used to cast the memorize page spell an unlimited number of times per day. See Censor of remembrance

Thursday, February 8, 2024

The Treasure

The Collection
A unique set of matching women's earrings, a necklace, pair of stylized bracers and a broach with two exquisite rings. Each one of a kind and masterwork pieces. 

Lore: Stories have circulated for years since the disappearance of the Sultan's Scimitar about this collection. They say the gold used in the jewelry was mined from the elemental plane of earth and the gemstones were a gift from genie. Furthermore, these were the jewels of the syl-pasha’s favorite jhasina. 


With the jewelry collection in a wardrobe are (5) Silver dancer’s garb/ jhasina outfits. 



A highly intricate and detailed  6”x 9” waterproof traveling book safe. 

Made from copper and bronze this book safe is inscribed with a basic arcana meditation taught to most apprentices across the realms and it has bloody hand prints on it that disappear, reappear and change position from moment to moment. It has a gold chain connecting it to a platinum Arcane Mark. The Arcane Mark itself is inscribed with runes and hieroglyphs, the book safe is locked and sealed with spell. 


Five traditional Calashite masterwork musical instruments. 


Four exquisite medium-sized richly designed carpets, each one is dedicated to one of the four elements. 

Calishite custom places specific stylish elemental carpets at designated areas of their home. An earth carpet, the most common in Calimshan, is traditionally placed at the entry or foyer to welcome guests. Air was designated in the east side of the house, it met the morning breezes that would blow away strife and carry positive intentions. For the west side of a villa, a carpet or tapestry of water symbolizes healing and purification. Most Calishite homes equipped with a bath are traditionally installed on the west side of the home. Finally a carpet or tapestry of elemental fire was reserved for the bedroom.  


Three small prayer rugs. Blessed to Bhaelros.

Twice a day, between the hours of 6-7 am and pm, the native Calishite population, and the secular community stop all daily activity and chant prayers or meditate momentarily toward the direction of the Plaza of Divine Truth. Prayer rugs to Bhaelros are the most common. Prayers 


A large tapestry with the calendar woven into the design that magically tells the date over a stylized landscape design that also indicates the sun and moon's position. The tapestry features the symbols of Lathander and Selûne in opposite corners but itself is not a religious item. 


Five beautiful karma sutra harem tapestries. 


A small golden censor used during summoning, commonly used for calling a familiar. 


Small palate of fire glazed mosaic magical tiles of various colors. A component to crafting a magical Calishite Mosaic. 


Rare wooden box containing magical horseshoes, a bridle and masterwork saddle. A makers mark indicates these were made in Keltar. 


Platinum box lined in red silk with a glass lid containing three dwarven cut Elemental Gems (Earth, Water, Earth)


Four cases of vintage Neverwinter wine containing six bottles each.


Five cartons (50 sq. yards) of fine silks in the radiant colors of the Djenispool royal line. 


A delicate crystal decanter with eight matching crystal glasses and a set of four silver candle holders with the Djenispool crest. 


In a small chest: a severely damaged deed to a commercial property in Neverwinter, trade agreements between Calimport and Neverwinter, a map of the Fey Wild, and the original message to Punjor Djenispool that his father, the Syl-pasha was dead. 50 gems and 1,500 gp. 




Saturday, February 3, 2024

Faiths and Churches

There are more than 300 churches, temples, shrines, and holy places within the confines of Calimport, however only the truly remarkable places stand out in this crowd:

  • Amaunator alpha god of courage, benevolence, light, nobility, and strength. Holy Shrine (Palace Ward)
  • Anachtyr alpha god of law, balance, trade, pride, retribution, and war. The Measure House (Faiths Ward)
  • Auril, Malar, Talos, and Umberlee- gods of the winds, beasts, and nature's wrath. Towers of Fury (Faiths Ward)
  • Azuth god of spells, runes, arcana, magic, and knowledge. The Sorcerer’s Hand (Hook Ward) and The Spell-Lord’s House (Quill Ward)
  • Bane evil god of tyranny, power, darkness, hate, and corruption. The Minarets Muzhadahr (Khanduq Ward)
  • Beshaba goddess of chaos, luck, trickery and malevolence. The Tycharradah (Jewel Ward)

  • Bhaelros omega god of primordial destruction, renewal, storms, and chaos. Plaza of Divine Truth (Palace Ward)
  • Denir god of art, knowledge, libraries, protection, wordsmiths, glyphs, and runes. The Gallery Majesta (Quill Ward)
  • Gond god of crafters, inventors, elements, metalworking, and knowledge. Holy Shrine (Makers)
  • Helm god of guardians, humility, protection, strength, and zeal. Minarets Guardant (Faiths Ward) and The Gauntlet Guardant (Hook Ward)

  • Hoar god of poetic justice, strength, the eyeless god of revenge and patron of jailers. Holy Shrine (Shackles Ward) 

  • Illmater god of endurance, compassion, freedom, wisdom, perseverance, and mortal suffering. Shrine of St. Asref (Hook Ward), House of the Calloused Hands (Shackles Ward) and many abbeys, convents, cloisters, and schools. 

  • Jergal scribe of the doomed, demigod of eulogies, tombs, necromancy, and burial rituals. The Registry- Holy Shrine (Crypt Ward)

  • Lathander good god of the sun and dawn, healing, chasity, protection and renewal House of the Holy Dawn (Jewel Ward) and The Dawn Belltowers (Crypt Ward)
  • Lliira goddess of illusions, secrets, shadows and magic. The Aurensahldah (Faiths Ward)
  • Chauntea the Earthmother and goddess of nature, plants and animals. The Aurensahldah (Faiths Ward)
  • Loviatar the evil goddess of pain, strength, knowledge, suffering and power. House of Nine Blessings (Shackles Ward)
  • Mask god of thieves, darkness, shadows, avarice, envy, and trickery. Telamuzhidah (Crypt Ward)
  • Milil, Deneir, and Oghma gods of art, skill and knowledge. The Scholar’s Priory (Hook Ward)
  • Myrkulos the Death Diviner, goddess of oacles, fate, and the dead. The Darkness Passing (Crypt Ward) and The Sahalarka (Crypt Ward)
  • Oghma omega god of knowledge and learning. Nualorminoalh (Crypt Ward)
  • Red Knight gender fluid god of cavilers, strategy, war, strength, tactics on the battlefield, generals and war leaders. Holy Shrine (Trades Ward)

    • Savras demigod of divination, fate, knowledge and law. Temple of Seekers (Wizard Ward)

    Lighthouse of the Moon
    • Selûne omega goddess of the Moon, stars, dreams, lycanthropes, travelers and explorers. Lighthouse of the Moon (Hook Ward)
    • Shar omega goddess of darkness, loss, evil, envy, magic, and power. Un-Holy Shrine (Hook Ward, Muzad)
    • Sharess daughter of the dance, demigoddess of physical sensations, ludic dreams, chaos, charm, and lust. Palace of Sharess (Hook Ward)
    • Shaundkul demigod of caravan traders, travel, rangers, protection, trade and travel. The Wind-Rider's Way (Caravans Ward)

    • Siamorphe female demigod of nobles and aristocrats, noble rule, human royalty and rights of inheritance. Holy Shrine (Palace Ward) 

    • Sune vain goddess of beauty, strength, obsession, red-flags, fire and passion. Sune's Abandon (Hook Ward) 
    • Talos evil god of chaos, fire, storms and lightning. Lightning's Tower (Hook Ward)
    • Tempus alpha god of warriors, chaos, protection, strength and war. Arms House (Trades Ward), Strong Arms Temple (Caravans Ward), and The Beacon of Battle (Shackles Ward)
    • Tymora goddess of luck, trickery, wealth, and fate. Halls of Fate and Fortune (Emerald Ward)
    • Valkur demigod of sailors, admirals, naval warfare and tactics. Holy Shrine (Armada Ward)
    • Velsharoon god of avarice, magic, death magic, envy, evil, and undeath - Holy Shrine (Crpyt Ward)
    • Waukeen goddess of commerce and trade, avarice, luck and fortune. Coinchapel (Faiths Ward) and Khanduq of the Coinmother (Khanduq Ward)


    At least once a week an divine entity will possess an oracle or cleric at the Plaza of Divine Truth. This avatar will hear grievances and prayers, conduct special ceremonies, and grant blessings. 


    Elemental Lords: commonly venerated by the genasi and jinnborn. 

    • Grumbar- earth, Pillars of Creation (Hood Ward)
    • Ishtishia- water, Palace of the Cresting Wave (Dock Ward)
    • Kossuth- fire, The Imperious Flame (Faiths Ward)
    • Akadi- air, The Minaret of Winds (Caravan Ward) 


    Places of worship for Pantheons of demi-human races in Calimshan are rare but when found usually take the form of a ornate statue dedicated to the deity or formal shrine or an altar in the privacy of one's home. 


    The IImateri

    Dotting the landscape of Calimshan are numerous abbeys, convents, and schools, all dedicated to the god IImater but named after the most devout among his church.

     

    There no less than 18 Ilmatari abbey complexes officially within the syl-pasha's lands. They are all spaced such that a traveler could find a safe place to stay each night after a day's travel. Nearly all of the complexes are walled enclosures, easily defended against bandits, hostile ifrits, and wandering monsters. 

     

    While most are rural complexes, but there is one notable exception: the great temple complex and hospital within Keltar, Ilmater's greatest temple on Faerun and the center of Ilmatari worship for the southern Realms. While the worshipers and priests of Ilmater have little political or monetary power, they hold considerable social influence among the rural populations and the slave class. 


    Since the height of the Shoon Imperium, Ilmatari priests have had one intriguing benefit among Calimshan's peoples. 

     

    Ever since a monk of Ilmater saved the life of the sole heir of the Qysar, the priesthood of Ilmater has been free from persecution by order of the Qysar. The emperor made a wish that seemed to encompass each and every noble at court and within the Imperial City of Shoon. The magic forced each and every family and noble in the realm to never to harm or kill an Ilmatari priest lest they suffer a grave curse upon themselves, their houses, and all those associated with their families. 


    Since that time, Ilmatari priests have operated within Calimshan without persecution or any problems beyond the major differences between Calishite custom and Ilmatari beliefs. This incongruity has allowed the church to operate within one of the richest lands for more than two millennia, obtain funds or gifts from rich worshipers, and build a great system of monasteries to better tend their faithful- the working class Calishite.

     

    ILMATER LG, god of endurance, compassion, freedom, wisdom, perseverance, and mortal suffering. 

    Ilmater teaches endurance and mortal suffering is a tool to spiritual enlightenment. That proof of character and meaningful spiritual growth are attainable through adversity, self-discovery, and enduring mortal hardships. Clergy of Ilmater include traditional clerics, pious monks, oracles, and in large cities urban druids can be found. 

    Thursday, February 1, 2024

    The Rogues of Calimshan

    Taysun Moonstar 

    Race: Dusk Elf
    Class: Sanctified Rogue/ Cleric of Selûne (moon) or Mystra (magic)
    Align: NG
    Age: Young Adult
    Height: 6' 1"
    Weight: 120 lbs. 
    Homeland: Waterdeep (the North).
    Bonus (Story) Feat: Explorer
    Traits: Blessed Touch, Lunar Birth.

    Taysun is a dusk elf of unquestioning faith. Born during a lunar event, Taysun was forever marked by the goddesses' mysterious ancient magic. Taysun is an old-soul who prays under the moon nightly and who sometimes receives wisdom in his dreams, a divine Deja vu like sense that has served Taysun well all his life- sometimes to the detriment to others. 

    Taysun is a member of the House Moonstar, a noble family of mostly Dusk elves and half-elves. He was always thought by his House as destined to be one of the most devoted. Acquiring domains early during his progression through the Sacrament of Holy Orders. Taysun quickly gained a kinship with other benevolent priests and adepts while earning a loathing for evil clerics. 

    Two summers ago, Taysun heard the Calling, another Sacrament of Holy Order- an invitation from the gods to explore, travel and spread good deeds in their name. Gaining the story feat Explorer in the process. 

    House tradition demanded Taysun to formally present himself and appeal to his family elders in a high ceremony whereby he could petition for leave whilst honoring House Moonstar ways and answering Selûne's/ Mystra's call. At the same time Taysun's rival half-elf brother also presented himself to the House elders. 

    The House elders handed down their blessing to both brothers, granting each leave and securing employment with house bannermen. However, after experiencing a portentous dream the night before, Taysun secretly switch employments with his brother. 

    Taysun accepted the offer of employment to work for one of the family’s allied privateers- Captain Ithal Jonnes. Here Taysun found success and the company of friends while his brother found an early death at the hands of pirates and their vile sorcerer. Taysun's dream saved his life but at the unfortunate expense of his brother's. 

    Taysun was the first to join Captain Jonnes and as more would join, Taysun would experience a portentous dream the night before encountering each of them. 


    Starting Item: Lunar Mace, + 1 Light Mace, Silent and Eclipsed Metamagic Rod

    A sacred House Moonstar creation and blessed by the avatar of magic. The weapon functions as a normal +1 mace, Taysun's holy symbol and a both a silent spell and eclipsed spell metamagic rod. (3/day total.)

    Crated with a steel shaft handle with a black leather wrap it features a spherical weapon-head the likeness of the moon. 

    The weapon also bestows 

    • +2 enhancement bonus on Stealth skill checks. 
    • +4 situational bonus to charisma based skill checks made when interacting with non-evil aligned divine spellcasters, priests and clerical adepts. 
    • This weapon is upgradeable. 

    Furthermore, at night or when the moon is visible, the mace grants the owner low-light vision, this effect occupies the eyes magic item body slot.



    Othello

    Race: Halfling
    Class: Knife Master/Swashbuckler Flying Blade
    Sex: Male,
    Align: CN
    Age: Adult
    Height: 3' 4”
    Weight: 38 lbs.
    Homeland: Lluirwood and Baldur’s Gate (Sword Coast).
    Bonus (Story) Feat: Crisis of Conscience
    Traits: Ambitious, Anatomist.

    Hailing from Lluirwood, a shire of halflings, Othello traveling to Baldur's Gate where he worked his way into a prestigious thieves guild and gained a deadly reputation as a knife master. His skills with deadly flying blades and his panache served the Shadow Thieves well. 

    He was an ambitious gentleman's thief who displayed confidence even when the stakes were high- despite his small stature. He knew where and when to strike in formal social situations or from the shadows. Othello despises empty headed warriors- the ones commonly dressed in head to toe armor, paladins especially. 

    With Othello is Iago, his trusted companion and an agent for the god of thieves; and Cassio, a loyal Shadow Thief scoundrel. 

    In times past Othello was married to Desdemona, a cat-burglar for the Shadow Thief organization and a beautiful noblewoman. Their relationship was taboo however because Desdemona was not only younger than Othello, but she was a human. Their union was made without the knowledge of her father, a minor Duke in Baldur's Gate, who would greatly object. 

    While the discovery of their secret was a mystery, this was when Othello’s life changed. 

    Last year his trusted companion Iago cautioned Othello to be suspicious of Cassio and Desdemona's relationship. Iago called attention to how differently Cassio acted around Desdemona. Unbelievable at first but with doubt already planted, Othello became convinced of his wife's unfaithfulness with Cassio. Their betrayal meant death for both Desdemona and Cassio and desertion for Othello. He also gains the story feat Crisis of Conscience

    That summer along with Iago, Othello abandoned the Shadow Thieves and joined a privateer who employed a crew of rogues who hailed from Calimshan to Waterdeep. 

    Othello likes social environments and pipe smoke, singing and dancing during lazy weekend nights. Othello loathes evil clerics and avoids the company of egotistical individuals, tolerating them long enough get what he needs. 


    Starting Item: "Iago" +1 Returning Intelligent Dagger 

    Iago is Othello's magical dagger, a small, beautiful well honed weapon with a blade that seems to gleam even in utter darkness. Its crafter is unknown. 

    Inhabiting the dagger is Iago, a fully sentient ancient entity in service to envy and trickery. No secret is safe around Iago. It has a long memory and seems to hold long grudges. It often reports grievances back to Othello- sometimes as petty as who gets more food rations than anyone else. 

    Iago grants Othello

    • +2 to competence bonus Sense Motive skill checks. 
    • +5 situational bonus to perception skill checks to notice a pick pocket
    • fly (as per potion) once a day
    • Iago will automatically improve its enhancement bonus to +2 at 4th character level. 

    Iago was once wielded by a cleric of Mask during the Time of Troubles and is the weapon Othello used to kill his wife Desdemona and friend Cassio for their betrayal. 



    Duingar Deepwinter

    Race: (Shield) Dwarf
    Class: Bard 
    Studious Librarian, Fighter Lore Warden
    Sex: Male
    Align: NG
    Age: Adult
    Height: 4' 5”
    Weight: 165 lbs. 
    Homeland: Neverwinter (the North).
    Bonus (Story) Feat: Ghost Guide 
    Traits: Artisan, Magical Talent.

    In the early days of history it is said that Marthammor Duin, the dwarven chronographer, god of wanderers and travelers  ventured between strongholds and castles spreading stories, fighting alongside the dwarves, and joyfully sharing dwarven history. 

    Great dwarven tales say that Marthammor Duin sired three sons- each a different race of dwarf who, when they reached adulthood, traveled for three decades before establishing clans of their own.  

    House Deepwinter was one of those dwarven clans. Duingar Deepwinter is the distinguished seventh generation to Marthammor Duin. 

    Duingar was born literate and began his journals in his first year and would complete his first book by his fifth name day. Proving himself honorable and with roguish charm, Duingar was a troubled youth who seemed to be attracted to haunted locations- especially libraries. 

    This ability attracted the great librarians and sages in Candlekeep in the North who gladly welcomed Duingar into their fold. Also gaining the story feat Ghost Guide

    As an adult Duingar specializes in recovering lost books, maps, and tomes from lost ruins and haunted libraries for the Harpers of Candlekeep. Duingar was also born with an awareness for the supernatural and can sense and even disrupt hauntings and the like. 

    Two winters ago, Duingar heard the Calling, an invitation from Marthammor Duin to explore, travel and chronical good deeds in his name. So he traveled south to Waterdeep where an allied house- House Moonstar, who would arrange employment on a Calashite privateer ship looking for a crew of promising rogues.

    Duingar loves melancholy songs and poetry about times past over thick and sudsy beers. He loves reading, spreading stories and recites them in combat. He has a distaste for evil religions who preach lies and false histories flushing them out whenever and wherever he can. 


    Starting Item: Marthammor Duin's Handy Haversack

    This dwarven backpack is very old, exquisitely made, and well used. This unique haversack is highly specialized. 

    Crafted by the first Deepwinter cleric of Marthammor Duin, it was handed down through the decades to others of House Deepwinter. 

    This haversack has two side pouches, each of are magical scroll cases capable of holding 10 magic scrolls or up to 5 large maps or documents. (Total of 20 scrolls and up to 10 large documents)

    A central pouch rolls out to reveal a complete writing space with a small chalkboard, 2 pieces of chalk, 2 sticks of charcoal, an eraser, 3 colors of ink in bottomless wells, 3 unbreakable ink pens and 50 sheets of fire resistant parchment. 

    The large central portion of the pack can contain up to 100 cubic feet or 1,000 pounds of books, tomes, grimoires or related materials only. Other unrelated materials will not go in the haversack. 

    The writing kit bestows:

    • Grants user the ability to Read Magic as per spell. 
    • +2 situational bonus on Appraise skill checks to determine the value of a map, book or other written works. Success of 5 or more, determines if the item has magic properties. 
    • +2 competence bonus on Craft (books, calligraphy, maps, manuscripts, ect.) skill checks, further more crafter only pays 1/4 crafting costs for these items. 
    • +5 situational bonus on Linguistics skill checks to create or detect forgery documents. 
    • +5 situational bonus on Linguistics skill checks to decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. 
    • +4 situational bonus on Use Magic Device skill to use a scroll. 

    Once per week the writing space can be used reproduce any existing divine or arcane scroll. User must have a scroll with a spell on it to be copied and must be of level you can cast. The Haversack will not make copies of copies. 

    Even when filled, the backpack weighs only 5 pounds. Retrieving any specific item from a haversack is a move action and does not provoke the attacks of opportunity. 





    Nora Wands
    Race: Human (weretiger)
    Sex: Female
    Align: CN
    Age: Young Adult
    Height: 5' 9”
    Weight: 145 lbs. 
    Homeland: Athkatla (Amn). 
    Bonus (Story) Feat: Nemesis
    Traits: Blessed, Lunar Birth.

    Nora is a moon-touched young woman born during a lunar event that would foreshadow her future. Nora was raised by her widowed father Gildath Wands, a capable roguish human wizard from Waterdeep who was perfect in Nora's eyes. She adored her father who identified her early aptitude with magic. 

    Not so long ago Gildath married the Lady Diredower, a member of the mage-aristocracy in Amn who was also widowed and with two daughters of her own. An arranged marriage but Nora was told the marriage would benefit her magical education. 

    However, Nora’s life changed for the worst when her father mysteriously died shortly after marrying Lady Diredower. Drowning in the harbor was the reported cause of death. 

    Meanwhile the Lady Diredower was extremely jealous of Nora’s natural intellect and was determined to forward her own daughters' interests before Nora. She would therefore burden Nora with mundane duties and ceaseless errands. Lady Diredower, in the meantime would see to her two half-elven daughters, Bestra and Tyrra Diredower trained in the ways of magic and intrigue. 

    Nora would often venture through the Diredower villa in her downtime, evading her step-sisters until one night Nora stumbled upon a mischievous figurine of wonderous power, a black jade raven. Nora chased the raven out of the villa, into Athkatla where Nora met Anskela a sea elf privateer-mage and follower of the Moon goddess. Together they captured the figurine and a fondness for each other. That fateful night Nora and Anskela became friends with Anskela becoming Nora's magical tutor in secret. 

    Soon after, Nora discovered the Lady Diredower had conspired with the vile wizard-aristocracy of the city to murder her father and abscond with the family fortune. Nora confronted the Lady Diredower who downplayed Nora's accusations while questioning Nora’s logic. She even suggested his death was somehow Nora's fault. This enraged Nora and in the light of the full moon Nora found the courage and strength to avenge her father and for the first time changed into a tiger-human hybrid. Also gaining the story feat Nemesis.

    Distraught and confused and covered in blood Nora confided with Anskela who invited Nora to escape with her on a privateer ship. 

    Nora likes the open skies and nature in balance with civilization. She loves animals epically birds and has a beautiful singing voice. She abhors evil female clerics who Nora believes was instrumental in the death of her father. 

    Note: casting spells or concentrating on spells will not be possible when in hybrid or weretiger form. Furthermore, this character is prohibited from taking any other arcane spellcasting class other than eldritch scoundrel. 


    Starting Item: "Raven" Black Jade Raven (Figurine of Wonderous Power)  

    This fist-sized piece of black jade is exquisitely tooled into the shape of a hunched and brooding raven. It was once owned and presumably crafted by Lady Diredower. 

    Upon command, Raven transforms into a small black raven or a giant black raven

    Raven is intelligent and is both fickle and tricksy. Both forms of the raven have Improved Steal as a bonus feat. 

    Raven is also capable of performing most tricks as per the Handel Animal skill use: aid, bombard, come, deliver, detect, entertain, feint, fetch, flee, maneuver (steal), perform, seek and sneak.

    Raven understands Common and Elven, can answer yes or no questions, and can sometimes mimic or repeat short phrases. (perform DC 15)

    Raven can maintain its non-figurine status for only 4 hours per day. This duration need not be continuous, but are expended in 1-hour increments.

    Raven has a connection to the shadowfell and is immune to most spells detection including know alignment

    When not activated the figurine grants low light vision to its owner, this effect occupies the eyes magic item body slot. 

    After three transformations into its giant raven form, the statuette loses its ability to change into a giant raven until the figurine can be recharged under a waxing moon for 8 hours. 



    Prince Faruk Khavari

    Race: Ifrit
    Class: Rogue Survivalist/ Urban Ranger
    Sex: Male
    Align: CN
    Age: Young Adult
    Height: 6'
    Weight: 185 lbs. 
    Homeland: Calim Desert (Calimshan).
    Bonus (Story) Feat: Shamed
    Traits: Reactionary, Sun-Blessed. 

    Faruk Khavari is a Calishite royal, the third son of the Caliph of a tribe of desert dwelling ifrits in the Calim Desert. 

    Ifrits are a passionate and fickle race and like other ifrits in Faruk’s clan, he was not satisfied with a sedentary life. Faruk loved to run and like a wildfire, he felt he must keep moving or burn away. He was therefore likely to scorn his formal responsibilities. Faruk was a survivalist but felt most at home in the city and like many who love the city Faruk loves people. 

    Not long ago Faruk's mother lost her twin brother to foreign highwaymen keen on preying on unawares tribes. The highwaymen were captured and killed as tradition demanded, but the damage was done. Faruk's father was unsuccessful in consoling his mother and after a few months her flame no longer held the radiance it once had. She began worshiping questionable faiths claiming such practices eased her pain. 

    Last autumn Faruk's mother traveled to Calimport and when she did not return to the tribe after a few months Faruk went into the city against his father's orders looking for her. 

    For several nights Faruk searched, then on the night of a new moon he found her in the throes of ceremony- celebrating the darkness with other women parading a dark magical sphere through the sandy streets. 

    Faruk's rash actions against the ceremony participants to rescue his mother caused unintentional property damage, personal harm of innocent Calashites and- in the colleterial damage of that night- the unfortunate demise of his mother. 

    Despite Faruk's good intensions this disgrace brought ultimate shame to the tribe and the family, not to mention the heartbreak he caused his father- the ifriti Caliph. 

    While Faruk's recklessness normally meant death for anyone below his stature- Faruk was instead exiled from the tribe and the family. His title and birthright now forfeited he also gained the story feat Shamed.

    Retreating to the city, Faruk worked through his emotions and eventually found work aboard a Calashite privateer ship where he would continue to survive. 

    Faruk loves being free and enjoys life. He is willing to try most anything just to experience it. He loathes evil religions who he blames for his mother's death. 


    Starting Item: Blazing Dawn, +1 Flaming Scimitar, Shadow Bane 

    This fine weapon is intricately crafted with tongues of fire etched along the blade with red-gold inlays and red leather sheath. 

    This weapon was forged by Faruk's father, Ara Khavari on the day of his birth- it was his birthright and symbol of Faruk's royalty. 

    • Doubles the benefit Faruk receives from his Sun-Blessed trait:
      • Whenever Faruk is affected by a healing effect that would heal more hit points than his maximum hit point total, Faruk gains the excess healing as temporary hit points. Faruk can gain up to a number of temporary hit points per day equal to your TWICE character level in this way. These temporary hit points last for 1 minute (1 encounter). 
    • As a standard action, the scimitar can emit light in a 30' radius or dim light in a 60' radius. 
    • It confers a +2 enhancement bonus to Intimidate skill checks to demoralize opponents. If successful, the demoralize effect lasts for one extra round. 
    • This weapon is upgradeable. 

    When Faruk was exiled his father promised to break the scimitar, symbolizing his heartbreak he felt but Faruk swapped it before his father could make good on that promise.