Far Hissain
Far Hissain
Far Hissain
1
Contents Sha'ir (Spiritual
G
Welcome to Far Poet) 42
Hissain... 6 Collector 44
Diver 46
Tales of Far Hissain 13 Forager 48
The Great War 14 Hajjam (Barber) 50
The Grand Sultan 15 Advanced Careers 52
Ibris 16 Caravan leader 53
The Three Sisters 16 Faris (Desert Rider) 54
The first 17 Mystic 55
The second 18 Zealot 56
The third 18 Elf Dune Runner 57
The Gods 19 Dwarven Slugger 58
Anara The Sun Goddess 19 Halfling Ringleader 59
Hessa The Goddess of Equipment and Coin 60
Fate 19
Lyla The Earth Survival 62
Goddess 20 Surviving the Sea of
Uza The God of War 20 Sand 63
Tanin 20 Food 63
The Three Pillars 20 Water 64
Bahamut, the Behemoth 21
Luyatan, the Magic 67
Leviathan 21 Magic in Far Hissain 68
Mal'ak, the Keeper 21 Spells 69
The Realms 22 Bind jinn 69
The Mortal Realm 22 Cleanse 69
Malakut, The Invisible Dazzle 69
Realm 22 Deflect 69
The Veil 22 Disc 70
The Void 23 Evil eye 70
Communities 24 Fools gold 74
Desert Elves 24 Fuel 74
Dwarves 24 Infestation 74
Halflings 25 Mend 74
Move 75
Far Hissain Characters 26 Pit 75
Basic careers in Protection 75
Warlock! 27 Quench 75
Shepherd 28 Rage 76
Corsair 30 Reveal 76
Street Vendor 32 Shipshape 77
Nomad 34 Seal 77
Hermit 36 Suffocate 77
Smuggler 38 Vision 77
Animal trainer 40
2
GArtefacts of Far Babi 104
Hissain 78 Bird Men 106
Flaming sword 78 Devalpa 108
Flying carpet 79 Div 110
Evil Eye Talisman 79 Dulhath 112
Falak 114
Jinn 80 Gaunt Men 116
The Many Jinn 81 Ghul 118
Lesser Jinn 81 Giant Beetles 120
Greater Jinn 82 Girtablilu 122
Supreme Jinn 82 Hinn 124
Summoning 83 Ichneumon 126
Binding 84 Ifrit 128
Powers of binding 84 Jidra 130
Lesser Jinn Marid 132
Enchantments 85 Nasnas 134
Greater Jinn Peri 136
Enchantments 87 Rukh 138
Supreme Jinn Rock Giants 140
Enchantments 87 Salu'ah 142
The Seven Jinn Kings 89 Shaitan 144
Al Mazhab (Gold King) 89 Shiqq 146
Marah Al-Abyad (White Si'lat (Hags) 148
King) 89 Simurgh 150
Zawba'ah (The Sulak 152
cyclone) 90 Urmahlullu 154
Malik Al-Ahmar (Red Wolf 156
King) 90 Zabraq 158
Maymun (The Zaratan 160
Executioner) 90 Zoophyte 162
Barqan (The Blue
King) 90 Gazetteer of Far
Shamhresh 92 Hissain 163
Of wolves and jinn 92 Lay of the Land 164
Hinn, the dogs of war 92 The Hajar Mountains 164
Seeing the Unseen 93 The Old Man of the
Lesser Jinn 93 Mountain 165
Greater Jinn 93 Dragon's Breath 165
Supreme Jinn 94 Encounters in the
Jinn Abilities 94 Mountains 168
Rezzat 172
Far Hissain Bestiary 97 The Mines 172
Abu Sariq (Father of The Gunnery 173
Thieves) 98 The Pearl Coast 173
Al'Miraj 100 Al-Nimri Forest 175
Aghash 102
3
Strangeness in the
forest
The Raised Plains
Azure Bay
175
179
179
Aashir
Tooba
Suha
Fatema
212
213
213
214
G
Piras 180 Koffe 214
Shipyard 180 Village 215
Golden road 184 Abheer 215
The Souk 185 Ubaid 215
Fred's Tavern and Pie Vida 216
Shop 187 Yalda 216
Kingdom Trading Nesar 217
Guild (The Guild) 190 Omid 217
Summer Sea Company City 218
(The Company) 192 Pasha 218
Jasmine Gardens 194 Ramin 218
Ivory Palace 194 Sir Wallace 219
Menagerie 194 Marwa 219
Dragons Den 195 Timur 220
Solas 196 Rabia 220
Al-Amir Academy 196
Al-Hufra (The Pit) 196
Meelar 197
The House of
Knowledge 198
The Eye of Hissain 199
Serpent's Nest 199
Rukh Cove 200
Mount Du'Bal 200
Kaftar Hills 200
Fort Nirea 202
Mother of Poisons 202
The Empty Lands 202
Toma 203
Harir Marsh 204
Yulat 204
The Great Sea 205
Irma (the Golden City) 205
Hirelings 211
All Manner of Folk 212
Tribal 212
4
G
5
Welcome to Far Hissain...
G
Across the Great Sea lies a land of bountiful treas-
ure and infinite sand. Spirits known as jinn roam
freely and mortals tread lightly, lest they offend
the magical creatures that dwell here. Three grand
cities rest along the shores of the Azure Bay, each
controlled by a daughter of the Grand Sultan. The
high walls provide a sense of normalcy to the day
to day lives of the citizens. Within the safety
of this protection they worship their gods, sell
wares, and tend crops. Bustling ports feature all
manner of foreign ships bearing diplomats eager to
establish trade with the Grand Sultan.
6
G
7
fearing the return of their ancient enemies. Gate-
ways piercing the Veil between the mortal and jinn
G
realms materialize in the form of mirages, allowing
would-be travellers to enter Malakut, the realm of
the jinn. Despite all the danger, the desert at-
tracts a steady stream of adventurers seeking fame
and fortune. After all, the highest fruit is the
most delicious.
11
sealed ivory tube and has attracted the atten-
tion of a local thieves guild. Will you be able
to deliver the message safely?
G
16. Your sibling took a job on a merchant ship trav-
eling to Far Hissain. They ran into a little
trouble with the local authorities and are be-
ing held on the Eye of Far Hissain in the infa-
mous Jenta Prison. You've been summoned by the
prison warden to plead the case of your sibling
before they are executed.
20. You sought out a new life and a fresh start away
from your acquaintances from the Kingdom. Too
many people knew your name and wanted favours.
Setting off for the distant land of Far Hissain,
you hope to outrun the moochers.
12
G
Tales of Far
Hissain
13
The Great War
G
The war between the jinn and Sorcerer Kings was
a brutal affair that lasted decades. Epic armies
marched against the magical forces of the seven
Jinn Kings. Both sides of the conflict gave little
ground, as each was equally matched. Looking for an
advantage, the Sorcerers sought out a way to turn
the tide.
It was only with the aid of the elves that the jinn
were able to push back against the onslaught. In
the end the Sorcerer Kings' forces broke. But be-
fore they fell, they appealed to the otherworldly
beings of chaos to aid them. Heeding their call,
the beings demanded the ultimate price. Sacrificing
themselves in a ritual, the Sorcerer Kings created
a barrier around Malakut, the realm of the jinn,
sealing them off from the mortal realm forever. The
jinn on the battlefield remained in Far Hissain
trapped among the mortals, while their comrades
became imprisoned in their own realm. Survivors
of the war formed tribes and eventually new civ-
14
G
ilizations. As time, passed the Veil weakened and
the death and destruction became a distant memory,
only to be given new life with the poems told by
the Sha'ir. These elergies all end with the same
warning: that the fall of the Sorcerer Kings is
fleeting, and soon they will rise from the sands to
claim their thrones again.
15
Ibris
G
Ibris, the Father of Bitterness, known in many
realms by many names, is a powerful Supreme Jinn.
Cast out of Malakut by the seven Jinn Kings for
plotting with the Sorcerer Kings, he roams Far
Hissain sowing despair and turmoil in his wake. On
one such occasion Ibris found himself in the mag-
nificent gardens of the Grand Sultan. Spotting a
woman feeding the swans, he disguised himself as
majestic peacock and approached her. She welcomed
him and fed him equally with the swans. 'Why do you
not feed me more than the swans? Am I not their
better? Surely I am more beautiful?' asked the pea-
cock. The woman agreed that the Ibris was indeed
beautiful, but there was only enough bread to share
with all the birds if distributed equally. This an-
gered Ibris and he bit the woman. As she let a cry,
guards emerged from the garden to protect her, but
it was too late. The bite was filled with bitter-
ness and the woman perished. At this moment Ibris
realized that the woman was Queen Nura, and that
despair would soon follow. Pleased with his action
he vanished into smoke as the guards attempted to
slay him. His whereabouts are still unknown.
16
G
THE FIRST
17
mother, Suna found solace in the Church of Sun. G
She was quickly elevated to Grand Priestess, after
claiming the Sun Goddess Anara spoke through her.
Cold and indifferent, she blames all jinn for her
mother's death. Currently she is locked in a pow-
er struggle with her uncle for control of Piras.
With the weight of the Church behind her, Suna is
a force to be reckoned with.
THE SECOND
THE THIRD
18
GThe Gods
The people of Far Hissain have a long list of gods
they call upon. In fact it is not uncommon to have a
shrine dedicated to many deities in one household.
After all, it can't hurt to have multiple ears lis-
tening to prayers. Listed below are a few of the
more common deities. Feel free to create new gods,
whether they be otherworldly creatures, jinn, or a
talking horse.
19
LYLA THE EARTH GODDESS
G
The Goddess of plenty. The Protector of life. Wor-
shipped by nomads, farmers, and shepherds. Temples
of Lyla are modest, having dirt floors and humble
furnishings, easily mistaken for barns. Food and
water is readily available at her temples. Her sym-
bol is the head of a goat or lamb, depending on the
particular temple.
TANIN
20
G
measurable power keeps the realms from merging to-
gether into chaos. Two of the three remain in the
mortal realm as anchors, while the third rests be-
tween the Void and Malakut.
21
The Realms
G
The scholars know that the gods are ubiquitous and
transcend all space, but there are other beings
that exist in realms of their own. Some even more
powerful than the gods.
THE VEIL
22
G
The jinn that were trapped in the mortal realm made
a new life among the mortals, while those remaining
in Malakut were cut off from the sustenance they
hungered for. The only way they could survive was
to offer magic in return for a spellcaster's life
force. Time has passed and the Veil has lost much
of its strength. Powerful jinn can now travel free-
ly through the Veil, while their lesser brethren
must seek out weak areas in the barrier.
THE VOID
23
Communities
G
The following communities can all be found to some
extent in the mortal realm of Far Hissain, some
native, some visitors from other lands.
DESERT ELVES
DWARVES
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G
HALFLINGS
26
G
BASIC CAREERS IN WARLOCK!
FIRST D6
1. Shepherd
2. Corsair
3. Street Vendor
4. Nomad
5. Hermit
6. Smuggler
SECOND D6
1. Animal Trainer
2. Sha'ir
3. Collector
4. Diver
5. Forager
6. Hajjam (Barber)
27
SHEPHERD
G
Blunt 10, Survival 10, Endurance 12, Spot 12, Nav-
igation 12
28
G
29
G
CORSAIR
30
G
31
STREET VENDOR
G
Language 10, Lie 10, Streetwise 12, Bargain 12,
Appraise 12
32
G
33
G
NOMAD
You and yours are always on the move. You have seen
the wonders of the endless sands and the riches of
the most fabled cities. You trade in all manner of
things to get what you can't make.
34
G
35
G
HERMIT
36
G
37
G
SMUGGLER
38
G
39
G
ANIMAL TRAINER
40
G
41
SHA'IR (SPIRITUAL POET)
G
Lie 10, Language 10, Diplomacy 12, History 12, Per-
suasion 12
42
G
43
COLLECTOR
G
Navigation 10, Language 10, Spot 12, History 12,
Appraise 12
44
G
45
G
DIVER
46
G
47
FORAGER
G
Small blade 10, Navigation 10, Survival 12, Endur-
ance 12, Athletics 12
48
G
49
HAJJAM (BARBER)
G
Small blade 10, Appraise 10, Sleight of Hand 12,
Streetwise 12, Medicine 12
50
G
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Advanced Careers
G
Far Hissain offers four additional advanced careers
and three additional community specific advanced
career options, which can only be entered by mem-
bers of the defined community. These are all avail-
able in addition to the careers in the core rules
and supplements.
52
G
CARAVAN LEADER
53
FARIS (DESERT RIDER) G
Bow OR Crossbow 14, Survival 14, Endurance 14, Ost-
ler 16, Athletics 16, Pole Arm 16
54
G
MYSTIC
55
ZEALOT
56
G
ELF DUNE RUNNER
57
DWARVEN SLUGGER
58
G
HALFLING RINGLEADER
59
Equipment and Coin
G
The currency of Far Hissain comes in three types:
Fals, Dinars, and Gold Dinars. Fals are equivalent
to copper coins and used in smaller villages. Di-
nar are the same as silver coins and the standard
currency for the land. Gold dinar are the coin of
the wealthy and powerful. Ten fals make one dinar,
and ten dinar make a gold dinar. Coins and treas-
ure brought over from the Kingdom convert easily.
Money is money after all, it all spends the same.
60
G
Commoner's items
(1d6 Fals)
Ammunition
Upper Class Items
(1d6 Gold Dinar)
Firearms
Evil Eye Talisman Jewellery
Dog Perfume
Goat/Lamb Lavish room
Soap Fine Art
Coffee Metal Armour
Dishdashah Silk 10 yards
Carrier Pigeon Stallion
Tagelmust Dhow (3d6)
Porter
Hashish
Frankincense
Hookah
61
G
Survival
62
GSurviving the Sea of Sand
Generally survival beyond the walls of sister cit-
ies is a routine affair. Date, walnut, plum, and
olive are some of the bountiful trees that cover
the land. Wells and small rivers are easily acces-
sible and wild game can be found with little ef-
fort. Truly, this is the land of plenty! Crossing
the Al Hajar Mountains is where things literally
dry up. Food and water are scarce or non-existent,
and players will need to be prepared if they wish
to survive.
FOOD
63
WATER
64
G
65
2. Thirst. You are unable to quench your thirst.
G
You must drink twice the amount of water for 1d3
days. If you run out of water, you will take it
from whomever you can, by whatever means neces-
sary!
66
G
MAGIC
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Magic in Far Hissain
G
Much of the magic of Far Hissain can be traced back
to the jinn. When a caster uses a scroll, they are
reaching through the Veil and exchanging their life
force (stamina) for the magical power of a jinn.
They shape this power using the precise wording of
the scroll and form a spell. Scrolls and magical
working from the Kingdom function as intended in
Far Hissain.
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GSpells
BIND JINN (5)
CLEANSE (4)
DAZZLE (3)
DEFLECT (4)
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DISC (3)
10. Sleep. Once per day for 1d3 days the victim
falls asleep at an inconvenient time (deter-
mined by the games master).
72
G their money on large hats, embroidered under-
garments, new shoes, and other fanciful things.
14. Spoil. For the next 1d3 days any food the victim
touches becomes infested with maggots and any
water that touches their lips turns to bile.
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FOOLS GOLD (3) G
A favourite among thieves and swindlers. This spell
implores a jinn who covets wealth to grant the
caster the ability to turn any metal into gold for
1d6 hours. It's best to leave town after casting
the spell. Merchants never forget the face of a
swindler.
FUEL (3)
INFESTATION (4)
MEND (3)
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G
MOVE (4)
PIT (4)
PROTECTION (4)
QUENCH (2)
75
G
RAGE (4)
REVEAL (3)
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G
SHIPSHAPE (4)
SEAL (5)
SUFFOCATE (3)
VISION (3)
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G
Artefacts of Far Hissain
Listed below are a few magical artefacts that ex-
ist in Far Hissain. These artefacts consist most-
ly of objects containing imprisoned jinn, and do
not require the wielder to attune to them. If the
wielder of the artefact knows the jinn's true name
they may call it forth to serve them (the process
is explained in the Powers of Binding section later
in this book). Items that do not contain imprisoned
jinn require the user to first attune to it, which
requires a successful incantation test - fail, and
they may never use the item.
FLAMING SWORD
78
G
FLYING CARPET
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G
Jinn
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GThe Many Jinn
The jinn are beings that exist behind the Veil,
in the Invisible Realm known as Malakut. They are
often viewed as devils, angels, or monsters. This
is an unfortunate misconception among the people
of Far Hissain. Many jinn exist in communities,
each with their own customs and beliefs. They build
villages, farm, and raise their children the same
as humans. No two jinn possess the same personal-
ity. A rock jinn from the Hajar mountains may be
grumpy and easy to anger, but his sibling could be
kind hearted and playful. All jinn have a true name
they keep secret from all others (even their own
kin). Knowing the true name of a jinn grants you
power over them, allowing a spell caster to create
a scroll to summon and possibly bind them. Jinn
are creatures that feed off the life force of oth-
er living creatures. The more powerful jinn trade
magic or enter pacts in exchange for life force.
Some feed off animals, while others prefer humans
or plants. Jinn don't normally kill the source of
their food; instead they take what they need and
move on. Others consider the mortal realm an all
you can eat buffet, leaving a trail of bodies in
their wake. Jinn fall into three categories: Less-
er, Greater, and Supreme.
LESSER JINN
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G
lesser jinn. Lacking the magical strength to cross
through the Veil at will, most reside in the mortal
realm intermingling with human communities. They
sustain themselves by eating and drinking as people
would. Some choose a more villainous path, prefer-
ring to drain the life force of mortals.
GREATER JINN
SUPREME JINN
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GSummoning
Due to the unpredictable temperament of jinn and
past instances of wanton destruction, the practice
of summoning a jinn is forbidden in Far Hissain.
Still, for some the lure of power is overwhelming.
Each summoning scroll is specific to a certain
jinn, and bears its true name. The scroll will
only summon the named jinn, and if it should perish
while in service, the scroll crumbles to ash.
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is disrupted. Any such bargains are binding. If G
the caster has bad luck, the circle was incorrect-
ly drawn and the creature is free to step out of
it - what happens next is up to the games master!
Summoned jinn return to their realm after one whole
day, if they are killed or when they have achieved
their side of any bargain struck, whichever comes
first.
Binding
The process of binding uses magic created by the
Sorcerer Kings to enslave the jinn. The few bind-
ing scrolls that survived the Great War are highly
sought after. To be effective the caster must know
the true name of the jinn - without the true name,
the spell is just a jumble of words and gestures.
The jinn must be bound to a non-magical object.
The bind spell is usually cast in conjunction with
a summon spell. The caster and jinn engage in a
contested incantation test. Failure for the caster
results in the stamina being spent with no effect.
Casters should proceed with caution, as failing to
bind a jinn has dire consequences. It will lash out
at the caster trying to destroy the scroll. Any
future attempts to summon the jinn will have a -5
modifier.
POWERS OF BINDING
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G
the jinn must follow the commands of the summon-
er, returning to its prison after one full day of
service. The caster must still make a successful
incantation and pay the stamina cost to summon the
jinn from to object. Rolling miscast will re-
sult in the bond breaking, freeing the jinn. Once
freed, the jinn will always seek vengeance against
the caster that enslaved it. If the jinn is killed
while bound, the object will crumble to dust.
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G
86
G
GREATER JINN ENCHANTMENTS
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GThe Seven Jinn Kings
There are seven supreme jinn that rule over the
jinn communities. It is said that they stand equal
with the gods. They posses an enormous amount of
magical energy, and are able to freely travel be-
tween realms. It is said that the Jinn Kings are
the source of many of the magical scrolls in Far
Hissain. They reside in Malakut setting themselves
up in grand palaces as the rule over the other
jinn. Like squabbling children, most of their time
is spent constantly feuding over petty things. The
Great War was the last time the Kings were united
together against a common enemy.
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ZAWBA'AH (THE CYCLONE)
91
G
SHAMHRESH
92
GSeeing the Unseen
Some individual jinn are provided in the book, but
there are too many to list. Provided below are tem-
plates to create your own. First start by select-
ing one of the three types: lesser, greater, or
supreme. Base statistics are provided in the tem-
plates (you can reference the Warlock! core rules
page 111 for descriptions of terms). The next step
is rolling for the jinn's powers on the ability
chart. Roll once for a lesser jinn, twice for a
greater jinn, and three times for a supreme jinn.
Lastly, describe the jinn's physical appearance
(your imagination has no limits!). Remember not all
jinn have monstrous forms, some are rather mundane.
LESSER JINN
Actions/Round 1
Weapon/Skill/Damage Weapons/5/-
Armour None
Adventuring Skill 4
Stamina 20
Notes Intelligent
GREATER JINN
Actions/Round 2
Weapon/Skill/Damage Weapons/6/-
Armour None
Adventuring Skill 6
Stamina 40
Notes Intelligent
93
SUPREME JINN
Actions/Round 3
G
Weapon/Skill/Damage Weapons/10/-
Armour None
Adventuring Skill 8
Stamina 60
Notes Intelligent, Spell caster,
Invisibility
Jinn Abilities
Magical jinn often have a number of abilities that
reveal their otherworldly nature.
94
G move easily underwater with no need for air.
Normal weapons are pointless, it can only be
harmed by magic or iron.
7. Learned. Cunning and manipulative, add 5 to the
jinn's adventuring skill.
8. Horns. Large horns protrude from the head of the
jinn and it gains a gore action in addition to
its normal attack.
9. Flight. The jinn can fly using a gust of wind
or some form of wings.
10. Invisibility. The jinn can render itself invis-
ible at will. While invisible, enemies fighting
the jinn suffer a penalty of -5 to their rolls.
11. Armoured. This jinn is covered in scales, rock,
hide, or amour. Shift armour up one level.
12. Shapeshifter. The jinn can shape shift into
any animal (except a wolf) or human form. The
jinn retains all it's statistics and abilities,
plus any from the new form (flight, breathing
underwater, climbing, etc.) The new form can
only be held for a short time unless the jinn
also possesses the Animalistic ability. Then it
can shape change into the form associated with
Animalistic as long as it desires.
13. Spell Caster. The jinn knows 1d6 spells and can
cast them without a scroll or expending stam-
ina.
14. Evil Eye. Somewhere on the jinns body is a third
eye (forehead, palm, chest, etc.). Once per day
the jinn can use the eye to cast Evil Eye with-
out a scroll or expending stamina.
15. Animalistic. Possess the head and/or appendages
of an animal this jinn gains a Bite action in
addition to its normal attack.
16. Poison. The jinn is venomous. On a successful
attack, the victim must test their luck. If
95
they fail, the victim is poisoned, and loses
G
1d6 stamina at the start of the next 1d3 rounds.
Poison or venom effects from the same source are
not cumulative.
17. Possession. A rare and feared power of the jinn,
the jinn's essence leaves its body and is able
to travel up to 10 miles away. The jinn can then
enter another living host after successfully
completing an opposed Adventure skill roll ver-
sus the host's luck. The jinn has full control
of host for 1d6 hours. During the possession the
jinn will have access to all the hosts abil-
ities, but not their memories or personality.
The jinn can be forced out of the hosts body by
a banishing spell or when the host is wounded
(to half their stamina). While possessing a
hosts, the jinn's body is left vulnerable in a
state of deep sleep. If its body is wounded in
anyway, it will leave the host and wake imme-
diately.
18. Giant. The jinn is enormous in height and mass,
adding +2 to attack skill rolls, +1d6 to damage
rolls and +12 stamina.
19. Frosty. The jinn has the ability to freeze ob-
jects with its touch. Any physical attack by the
jinn adds an extra 1d6 of frost damage.
20. Divination. Able to see through space and time,
the jinn can preform a ritual to answer three
questions about things to come. The specifics
of the ritual are left to the games master, but
should be costly or involve a quest. Besides
foretelling the future, the jinn gains a +3 bo-
nus to all tests, as it is always one step ahead
of any outcome.
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G
Far Hissain
Bestiary
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G
ABU SARIQ (FATHER OF THIEVES)
98
G
99
G
AL'MIRAJ
Type Monster
Actions/round 1
Weapon/Skill/ Damage Horn/5/1d6+1
Armour None
Adventuring skills 2
Stamina 10
Notes -
100
G
101
G
AGHASH
102
G
103
G
BABI
Type Monster
Actions/round 2
Weapon/Skill/Damage Fist and Bite/5/1d6+3
Armour None
Adventuring skills 5
Stamina 28
Notes Intelligent
104
G
105
G
BIRD MEN
106
G
107
G
DEVALPA
Type Otherworldly
Actions/round 2
Weapon/Skill/Damage Tentacles/5/1d6
Armour None
Adventuring skills 5
Stamina 28
Notes Intelligent
108
G
109
G
DIV
110
G
111
G
DULHATH
Type Otherworldly
Actions/round 2
Weapon/Skill/Damage Weapon/7/-
Armour None
Adventuring skills 5
Stamina 28
Notes Intelligent
112
G
113
G
FALAK
114
G
115
G
GAUNT MEN
116
G
117
G
GHUL
118
G
119
G
GIANT BEETLES
Type Monster
Actions/round 1
Weapon/Skill/Damage Bite/5/1d6
Armour Chitin 1d6
Adventuring skills 4
Stamina 10
Notes Poisonous, Flying
120
G
121
G
GIRTABLILU
Type Monster
Actions/round 3
Weapon/Skill/Damage Weapon, Stinger, Claw/6/2d6
Armour Chitin 1d6
Adventuring skills 4
Stamina 20
Notes Intelligent, Poisonous
122
G
123
G
HINN
124
G
125
G
ICHNEUMON
Type Uncivilized
Actions/round 1
Weapon/Skill/Damage Weapon/6/-
Armour Armour
Adventuring skills 6
Stamina 15
Notes Intelligent
126
G
127
G
IFRIT
128
G
129
G
JIDRA
Type Monster
Actions/round 2
Weapon/Skill/Damage Thorns/7/1d6+3
Armour None
Adventuring skills 2
Stamina 24
Notes Intelligent
130
G
131
G
MARID
132
G
133
G
NASNAS
134
G
135
G
PERI
136
G
137
G
RUKH
Type Monster
Actions/round 2
Weapon/Skill/Damage Beak, Claw/7/2d6+3
Armour Feathers 1d3
Adventuring skills 3
Stamina 40
Notes Flying
138
G
139
G
ROCK GIANTS
140
G
141
G
SALU'AH
Type - Monster
Actions/round - 2
Weapon/Skill/ Damage - Bite/8/1d6+3
Armour - Fur 1d6
Adventuring skills - 6
Stamina - 26
Notes - Intelligent, shifter
142
G
143
G
SHAITAN
144
G
145
G
SHIQQ
146
G
147
G
SI'LAT (HAGS)
148
G
149
G
SIMURGH
Type Monster
Actions/round 2
Weapon/Skill/ Damage Beak, Claw/6/2d6
Armour Feathers 1d3
Adventuring skills 3
Stamina 35
Notes Flying
150
G
151
G
SULAK
Type Otherworldly
Actions 2
Weapon/Skill/Damage Bite/6/2d6
Armour 1d3 hide
Adventuring skills 4
Stamina 30
Notes Intelligent
152
G
153
G
URMAHLULLU
Type Uncivilised
Actions/round 2
Weapon/Skill/Damage Weapons/6/-
Armour None
Adventuring skills 6
Stamina 24
Notes Intelligent
154
G
155
G
WOLF
Type Monster
Actions 2
Weapon/Skill/Damage Bite/6/1d6+3
Armour 1d3 hide
Adventuring skills 6
Stamina 18
Notes Intelligent
156
G
157
G
ZABRAQ
Type Monster
Actions/round 2
Weapon/Skill/ Damage Bite and Tail/8/2d6
Armour Hide and Horns 1d6
Adventuring skills 5
Stamina 26
Notes Beast
158
G
159
G
ZARATAN
Type Monster
Action/round 1
Weapon/Skill/ Damage Bite/10/6d6
Armour Shell 3d6
Adventuring skills 2
Stamina 100+
Notes Intelligent
160
G
161
ZOOPHYTE
Type Monster
G
Actions/round 2
Weapon/Skill/ Damage Bite/6/2d6 *carnivorous
Zoophyte
Armour Epidermis 1d3
Adventuring skills 0
Stamina 8/30 (fruit/bulb)
Notes Intelligent
162
G
Gazetteer of
Far Hissain
163
Lay of the Land
G
Far Hissain is a beautiful and varied land, ranging
from lush jungles to parched deserts, and holding
cities as beautiful as pearls. There follows a gaz-
etteer of some of the famous sights of the land.
164
G
Fort Nirea. Unfortunately, it's become a favourite
ambush point for bandits and degenerates.
DRAGON'S BREATH
165
ENCOUNTERS IN THE MOUNTAINS
168
G
169
4. A dark cloud appears in the distance. At first
glance it seems to swirl methodically, then
quickly descends on the party. The cloud is a
G
beetle swarm under the control of a greedy jinn.
The swarm will envelope anyone carrying exposed
metal (weapons, armour, etc.) and steal a small
metallic item from them (1d6 coins, dagger,
jewellery, etc.). A successful dodge test al-
lows the player to avoid these winged thieves.
170
G
171
Rezzat
G
The Rockbottom clan settled in Far Hissain a centu-
ries ago after catching tales of the precious metal
and gems nestled inside the Al Hajar mountains.
Sending their best negotiators to Piras, the clan
struck a deal with the Sultan's great grandfather,
supplying firearms for rights to mine the north-
ern mountains. Both parties were content with the
arrangement, and the sprawling mining town of Rez-
zat was formed. The town is constantly harassed by
rock giants who view the mountains as their home.
They've taken to tossing boulders onto travellers
from the cliffs overlooking the road to the town.
The ambushes are starting to effect trade and sup-
ply runs. The dwarves have placed bounties on the
rock giants, trying to lure adventurers to rout out
the monsters.
THE MINES
172
G
Herald Rockbottom (the current clan leader) has
reached the end of his rope! He's sent word as far
as the Kingdom, looking to recruit adventurers to
explore what lies through the ancient doorway.
THE GUNNERY
174
GAl-Nimri Forest
The Al-Nimri forest is home to numerous strange
creatures and lesser jinn. The forest is unusually
dense for the arid climate, which lead many to be-
lieve the place to be magical (or cursed). Animals
here possess a strange intelligence, some able to
speak multiple languages. The quaint village of
Toma borders the forest. Few of its inhabitants
venture too far into the wood, fearing the crea-
tures that roam the forest. Wild ebony Boswellia
trees grow deep in the forest. The resin of these
trees can be used to produce mystical frankincense
with healing properties. The black resin fetches a
large sum at the markets.
175
G
176
G If removed from the water the fish will turn
into a silver coin. Placing the coin into the
water reverts it back to a fish. Keeping the
coins out of water for three days causes them
to smell like rotting fish. It's a hard smell
to wash off.
177
G
178
GThe Raised Plains
Rising up around two hundred feet from the lower
ground to the east, the Raised Plains are located
to the west of the Sister Cities. There are two
ways to access to the top of the plains. One is
through a series of elevator-like lifts and wooden
walkways that are controlled by the Grand Sultan.
These rickety contraptions haven't seen much use
and their wheels and gears creak menacingly when
used. The fortified lift zones are heavily guarded
against marauders and vagrants. It's the safest way
up to the plains, for a modest fee of course. The
second way is through a series of numerous tunnels
along the side of the plains. No one knows who or
what bored through the rocky sides of the cliff.
Some of these tunnels reach the top of the plains,
others go deeper into the earth. Travellers who
risk taking the tunnels to avoid the lift fees of-
ten disappear. Grasslands cover the plains and are
home to the stallions of Far Hissain. The coveted
steeds are incredibly fast and resilient.
Azure Bay
The great bay is the entrance to the Sister Cities.
Nicknamed 'The Mouth of Far Hissain' it's waters
are clear and the beautiful corral reefs can be
seen below. The shores along the bay tend to be
rocky, with a few secluded beaches nestled between
the rocks.
179
Piras
G
The first and largest of the Sister Cities in Far
Hissain, ruled over by the Grand Sultan Magid, is
Piras. The Sultan has recently taken quite ill,
and is rarely seen outside his chambers. It is
said that his body has become sunken and ghastly,
and he may pass at any time. His eldest daughter
Suna, High Priestess of the Sun Goddess Anara, is
attempting to take over the duties of ruling over
Piras. Suna has used his absence to solidify power
of the Sun Church in Far Hissain. The other faiths
are finding themselves suddenly taxed and harassed
by agents of Anara. Their priests are imprisoned
under false charges. The only person keeping Suna
from controlling the entire city is Yusuf, the
Sultan's younger brother and advisor. Yusuf has
the backing of the merchant guilds and most of the
city guards. He is heavily influenced by factions
outside of Far Hissain that wish to bleed the land
of its resources. This power struggle keeps the
city on edge, and it's only a matter of time before
their feud overruns the city.
SHIPYARD
180
G
nobbing on the docks. Child beggars roam the yard
offering tours of the great city. The children are
one big community spread out all around the city.
They answer to the Bombali, the pompous self pro-
claimed beggar prince.
GOLDEN ROAD
185
4. Jewellery and baubles are sprawled out over a
G
dusty rug. Helena's sun aged skin hides her true
age. She was a princess once, but an angry jinn
destroyed her tribe. She will tell your fortune
for a few coins.
186
G
FRED'S TAVERN AND PIE SHOP
187
3. Two groups of rugged looking individuals sit on
each end of the tavern staring intently at each
G
other. Fists are balled and teeth are clenched.
You can cut the tension in the air with a dagger.
188
G
189
KINGDOM TRADING GUILD (THE GUILD) G
A group of powerful merchants from the Kingdom that
banded together to gain a foothold in the lucrative
trade markets of Piras, The Guild is the oldest
trading organization in the Kingdom. Their main
headquarters is located in the north-western ware-
house district. The Guild were the first merchants
to make inroads in Far Hissain. They have a strong
bond with the Sultan's brother Yusuf who keeps
the city guard out of their way. The current head
of the company is a stout halfling named Theodore
Brandybottom.
191
SUMMER SEA COMPANY (THE COMPANY) G
A new group of merchants from the kingdom that have
established themselves in the south-western ware-
house district. Company agents have been spotted
meeting with priestesses of Anara. What's going on?
IVORY PALACE
MENAGERIE
195
Solas
G
The second of the Sister Cities is run by the
Grand Sultan's second daughter, Galiba. It is host
to great military academies of Far Hissain. The
city is awash with officers, solders, and cadets.
Weapons are openly carried in the streets. Despite
this, violence is rare in the city. The Sultans
soldiers patrol the streets quite frequently, and
there's plenty of room in the dungeon for trouble
makers. Al-Hufra (The Pit) is an arena in the cen-
tre of the city where sanctioned duels, fights, and
competitions take place. Though gambling is frowned
upon, there are always bookies willing to take bets
on fights.
AL-AMIR ACADEMY
196
G
met their end in the pit, those that survive hold
a special place amongst the warriors of the city.
Once a year the blood is cleaned off the crater
floor to pretty the place up for the annual Festival
of Swords. The festival features, sword fighting,
archery tournaments, games, prizes, and wholesome
family fun.
Meelar
The third of the Sister Cities. When approach-
ing the city of Meelar visitors will bear witness
to writings hanging from the outside walls. These
writings are the words of poets and scholars dis-
played for others to read. The writings as are re-
ferred to as mu'allaquat ('the hangings'). The city
is primarily dedicated to knowledge and the histo-
ry of Far Hissain. It's said that every book ever
written is in its great libraries. The city is full
of academies and guilds dedicated to the pursuit of
knowledge. It is governed by Eman, third daughter
of the Grand Sultan. She presides over the Academic
Council of Meelar. The council is composed of the
greatest minds of Far Hissain.
197
G
men in the Kaftar Hills, this paper includes
rudimentary drawings of stacks of treasure and
stick figures missing their heads.
Serpent's Nest
An almost impenetrable jungle to the south of Pi-
ras. The locals speak of snakes the length of ten
men and insects the size of a mules that roam the
lush jungle. There are a few small villages located
on the outskirts of the jungle. The inhabitants are
a hardy lot and have no loyalty to the Grand Sul-
tan, bowing only before the old gods. They respect
the jinn and trade with those that live deep in the
jungle.
199
Rukh Cove
G
Some dangers come from above: Rukh cove is a nest-
ing ground for the fabled Rukh of Far Hissain. Of
course these are just rumours, no one has ever re-
ported seeing the giant birds, but a lot of ships
do go missing around the cove.
Mount Du'Bal
A large mountain that lies south of the Al Hajar
range nestled in the Kaftar Hills, gaining access
to Mount Du'Bal can be difficult. Adventurers that
make it past the scorpions and marauding nomads
will be met with horrendous obstacles and trials.
Enlightenment awaits those that reach the top of
the mountain.
Kaftar Hills
The Kaftar Hills are arid brush covered hills that
surround Mount Du'Bal. The hills are teeming with
giant scorpions. Various nomadic tribes of jinn
wander the hills and harvest the scorpions for
their parts. Some have even tamed the scorpions
using them as mounts.
200
G
201
Fort Nirea
G
The last major civilization before reaching the
vast desert known as the Empty Lands, the fort is
built on top of an underground river and completely
self sufficient. The fort is surrounded by a mas-
sive stone wall, that was withstood many assaults.
Mother of Poisons
The salt marsh outside of Fort Nirea is called the
Mother of Poisons. The top layer is like crust that
cracks and reveals sludgy salt water. Many have
fallen through, never to be seen again. A perpetu-
al haze hangs over the marsh hindering visibility.
Despite the absence of vegetation, there's a par-
ticular root called Blacktooth that can be foraged
from under the sludge. It's healing properties are
coveted across far Hissain.
202
G
their magic with the sorcerers, but as time passed
these sorcerers hungered for more power and sought
out other sources of magic. Using forbidden knowl-
edge, the sorcerers made pacts with otherworldly
entities. They gained unimaginable wealth and pow-
er, yet still craved more. They wanted immortality
so they began experimenting with dark magic, cap-
turing jinn and stealing their life force to fuel
their dark desires. The Jinn Kings were appalled by
this and considered it an act of betrayal.
Toma
A large village of woodworkers and farmers that
borders the Al-Nimri Forest.. Frankincense is har-
vested from the Boswellia trees that are grown
203
around the village. Woodsmen also enter into the
G
forest for lumber, keeping to certain sections of
the forest as to not offend the spirits. A decent
size halfling community lives here.
Harir Marsh
The marsh is named as such for the silk worms that
inhabit it. These worms produced the finest silk in
Far Hissain. The worms cannot survive outside the
marsh, so numerous silk camps populate the area.
The marsh runs deep so the camps are usually built
on wooden stilts. All manner of creatures inhabit
the swamp, making silk farming very risky.
Yulat
This modest village located in the Harir marsh sits
on wooden planks above the water. The villagers
farm the silk produced by the worms. It's a dan-
gerously lucrative business since the worms cannot
be taken from the swamp. The villagers use boats
to seek out the worms' nest and harvest the silk.
Silk bandits, monstrous jinn, and mosquitoes are a
few of the threats the villagers face daily.
204
GThe Great Sea
The ocean that separates the Kingdom from Far
Hissain is the Great Sea. The journey across the
sea is treacherous. Terrible storms will suddenly
appear, sinking ships and taking the crew to their
watery graves. Often the crew of ships will provide
a sacrifice to Hessa, the goddess of fate, hoping
to safely reach the end of their voyage.
205
G
Bedouin
Tribes
206
GNomads and Wanderers
Numerous nomadic tribes roam Far Hissain. The tribes
range from herders to hunters. Listed below are a
few of the tribes found in Far Hissain, including
quick rules for creating your own.
AL HAMDI TRIBE
SCARLET VIPERS
THE SKULLS
207
LONGHORNS
G
The great goat herders of the Hajar mountains.
Standing a head taller than most people, the Long-
horns are often husky with large muscular hands and
thick dishevelled hair. They are extremely found of
arm wrestling and imported ale.
208
G al matters. Who will take charge when the true
threat reveals itself?
209
G
TRIBAL TROUBLE? ROLL 1D6
210
G
Hirelings
211
All Manner of Folk
G
Far Hissain is brimming with all sorts of rowdy
characters looking for adventure. Whether the play-
ers are in a large city or camped out with a nomadic
tribe, there's always someone ready to help, for
the right coin. The Bestiary in the Warlock! book
provides the stats for dwarves, elves, halflings,
and humans. You can use these as a guideline for
hirelings, adjusting them as you see fit. Listed
below are a few examples of hirelings and where they
might be found. As an option, each hireling has a
Bane and Boon. The Boon is something positive the
hirelings can bring to the party, while the Bane is
a negative modifier. Remember, hirelings will not
tolerate being used as meat shields. If they feel
like they are being abused they will surely leave,
sometimes in the middle of their watch, taking all
the mounts among them!
Tribal
These hirelings can be found in nomadic tribes or
in wandering caravans. They'll expect payment up
front, but will be willing to be paid in trade.
When it comes to room and board they're used to
living in tents and providing for themselves.
AASHIR
212
G
rior will join the party for little to no money.
Boon - Full of enthusiasm and ready to rumble add
+3 to one group test. Bane - Scared to death. Will
hysterically scream and cower at the first sign of
trouble. -3 modifier to all tests during the first
round of combat.
TOOBA
SUHA
213
SAMI
FATEMA
KOFFE
ABHEER
UBAID
215
VIDA
G
The village qabila (midwife) has delivered many
lives into this world with great success, until
recently. A dark shadow has fallen over the village
as the last few births have been stillborn. The
villagers blame Vida, accusing her of being marked
and cursed. She's ready to leave the village before
things turn ugly! Boon - Vida is an excellent heal-
er and herbalist. The party gains a +3 to any med-
icine tests. Bane - The villagers were right, Vida
is cursed, marked by an evil jinn. Anyone healed by
her must roll doubles on their next test and take
the lowest result.
YALDA
216
G
NESAR
OMID
This poor soul has never fit in with the other vil-
lagers. His father fell in love with a jinn and he
was the result of their union. The villagers keep
him at arm's length, fearing his linage. Omid has
been searching for a reason to leave the village,
and the thought of accompanying a group of adven-
turers appeals to him. Boon - Omid knows 1d6 random
spells from Warlock! He can cast them without a
scroll, but must expend the required stamina. Bane
- Something about Omid's physical appearance marks
him as half jinn. It could be animal-like traits,
a tail, scales, etc. This won't cause much of a
ruckus outside of the cities, where jinn are en-
countered more frequently. However, inside a cities
walls people will react differently. If the party
is in a city and Omid is nearby, they suffer a -3
penalty to social tests.
217
G
City
Finding help in the city is a relatively easy af-
fair. Hirelings will expect to be paid up front and
have room and board covered. They'll also want a
share of any loot.
PASHA
RAMIN
218
G
SIR WALLACE
MARWA
TIMUR
RABIA
220