Saqqa

Saqqa is a large desert kingdom, occupying the far eastern end of the continental landmass shared with Ghed and Capitol. In times long since past, Saqqa was a world power in its own right. The Saqqans once had the might and wealth to challenge nations like Ghed, and the kingdom's history is marked by periodic outbreaks of violence between Saqqa and Ghed.
As it exists now, however, Saqqa is a pale shade of its former glory. Once one of the most powerful and wealthy empires in the world, an era of decadent temple-building and near constant border skirmishes with the Ghedan city state of Esperia eventually caused Saqqan influence to collapse. Due largely to debts it could not pay, Saqqa has become a colonial holding of the Pallinite Empire; its Pharoah has been made a mere figurehead, and the population sends a representative to Pallin's parliament.
Saqqan culture reveres the dead, in a manner similar to the Capitolians -- but the Saqqans rightly point out that their culture is, on the whole, far less creepy than that of Capitol. Where the Capitolians have all manner of undead creatures roaming freely through their society, Saqqa sanctions only one type of transmigration into undeath, by way of the rituals of mummification (which are strictly controlled by the Heliopolitan priesthoods). Typically, only the wealthy and elite can afford this procedure, and most mummies (on first being created) prefer to remain in their tombs with all the loot they get buried with. For these reasons, mummies are hardly a common sight on the streets of Saqqan cities.
Geopolitical Background
Unlike some of the other holdings of the Pallinite Empire, Saqqa was not obtained under force of arms or threat of violence. Had it gone otherwise, the entire continent might have errupted into open warfare. Nevertheless, the aquisition of Saqqa put all other large nations on notice: Pallin was looking to expand, and if the tiny island nation could absorb a longtime power like Saqqa, then everything was fair game.Saqqa is a major food supplier for the Pallinite Empire. The fertile riverlands all along the River Ptolem provide Saqqa with its main export: grain. Pallin ships this grain to all corners of its vast empire: from the Pallinite Islands all the way out to the Far World.
Internal Background
Before the Kingdom fell into Pallinite control, internal divisions had already been long-formed. The Upper Kingdom (from the Ptolemic river delta in the North to the midpoint of the river's U-curve in the south) worships the pantheon of Heliopolis, with the prime deity Ra being the official patron of the Pharoahs that once ruled. The Lower Kingdom (from Uj to River's End) recognizes the Caliph of Uj as the primary religious authority, and the Lower Kingdom clerics worship the pantheon of Zakhara, and while they bow to the political will of the Pharoah, they believe that the heavens are the province of their own deities rather than those under Ra's mythos.
The Pallinites, of course, did not understand this internal sub-cultural schism when they first assumed control of Saqqa, and when parts of the Lower Kingdom resisted Pallinite control, the response of the Pallinite military governors was to punish the nation as a whole by issuing a restriction on arms and a nationwide curfew. Things went badly those first few years, and many Pallinite Marines were killed attempting to put down the Lower Kingdom insurgency, but today things have more or less stabilized. The Lower Kingdom is still somewhat less safe for Pallinites, and the acceptance that Pallin has in the Upper Kingdom has deepened the cultural divide between these two halves of the nation.Saqqa is the Kingdom's capital, the location of the Temple of Ra and the Palace of Osiris. King Djoser rules here; an elderly man with no heirs who must proclaim his inheritor before he passes into Osiris' realm. He is aided by his vizier Imhotep, and his general Sekhemkhet. Djoser's rule is tolerated because he is agreeable with the Pallinite military governor; it remains to be seen whether his successor will be likewise retained, or if the Pharoah's line ends with Djoser.
Ptoles is a major trade hub at the center of the Ptolem river. Farmers and merchants from the Upper and Lower Kingdoms come here by riverboat or carts along the trade road to buy and sell. There is a heavy Pallinite presence here since the occupation began.
Uj is the home of the Caliphate of Uj, the center of the Zakharan faith. It is an extremely holy city to those who venerate the Zakharan gods; worshippers must bow in the direction of Uj (generally East) and pray at both morning and day's end. The current Caliph, Farouk al-Sasani, is a moderate (a member of the Pragmatic wing of the Pantheist sect of the Zakharan faiths) and has done much to stem the rising tide of religious fundamentalism in the Lower Kingdom. He publicly expresses support for the Pharoah, and condemns the violence of the insurgencies, but he does not support Pallinite rule and would sooner see the imperialists gone by any means necessary. If he wanted to, the Caliph could end all insurgency with a single sermon, but he wishes to wait and see if the Pallinites will judge ownership of Saqqa too costly because of all the violence and then simply leave.
River's End is one of the major ports of the Kingdom. By way of a man-made channel that runs through the city, riverboats have access to the Saqqara Bay and the islands of Alexandora and Sej. Likewise, sea ships small enough for river travel can access the Ptolem river by way of the channel at River's End. The Pallinites have established a major presence in this city, and from here they deploy their swiftboat patrols to keep the insurgents from controlling the river.
Alexandora and Sej are a pair of islands that mark the boundaries of the Saqqara Bay. The two islands are further divided against each other, with Alexandora considered part of the Upper Kingdom, and Sej being part of the Lower Kingdom. Alexandora is run by Adanta, the High Priest of the local Temple of Osiris, while Sej is overseen by an Emir of the Zakharan church, Harith al-Samari.
Saqqan humans tend to have darker skin than humans from other parts of Kulm, and Saqqan hair and eyes are almost uniformly black. Saqqan humans are a devoutly religious people -- and small wonder: of any race or culture on Kulm, the Saqqans have by far the most gods watching out for them. All told, the Saqqans have two major religions -- the Heliopolitans and the Zakharans -- and two minor religions -- the Babylonians and Sumerians -- spanning four whole pantheons and over 35 specific deities to choose from.
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: None. Humans, as standard, may dual-class instead.
Kit Allowances: The kits below are from the Al-Qadim campaign setting. All characters must choose a kit.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Humans move at rate 12.
Bonus Languages: Common.
Special Advantages:
None.
Special Disadvantages:
None.
Ashira are desert-dwelling cousins of Dryads and Satyrs, though in abilities and behaviors they more closely resemble the former. Unlike Dryads, Ashira have both male and female members. Ashira are associated with the most commonly domesticated trees of Saqqa: date and coconut palms, and banana, orange, lemon, plum, fig and pomegranate trees. Ashira appear as humanoids with unnaturally thin limbs and wild, curly manes of black hair. Their garb is typically a combination of rags, leaves and other vegetation.
Ability Score Adjustments: Ashira take a +1 to Dexterity and Charisma, and a -1 to Constitution and Intelligence.
Class Restrictions:
Multi-Class Allowances: Ranger-Druid
Kit Allowances: From the Al-Qadim campaign setting.
Hit Dice: By class.
Natural Armor Class/Move Rate: 7; Ashira move on land at a rate of 12.
Bonus Languages: Ashira, Common. All Ashira are also able to Speak with Plants, as the priest spell.
Special Advantages:
Charm Person or Mammal: This spell-like power is gained
when the Ashira reaches 3rd level, and may be used 3/day.
Pass Plant/Plant Door: Ashira of 3rd level or higher may
use either of these spells 1/day as an 8th level caster.
Natural Attacks: Unarmed Ashira can strike twice per
round with their thorny hands and nails for 1d6 damage each.
Magic Resistance: Ashira have a flat 10% resistance to
all harmful magic.
Special Disadvantages: None.
Genasi are what result from the crossbreeding of elementals and mortals. In Saqqa, the magics of the Sha'ir have drawn the Genie races into close and frequent contact with the world of Kulm, and from time to time Genie and mortal have experienced love for each other. These pairings have resulted in a population of Genasi that runs strong through the deserts of Saqqa. Genasi are considered human by the larger Saqqan society, though their physical appearance usually gives away their parentage.
Ability Score Adjustments:
Air Genasi (Half-Djinn): +1 Dexterity, +1 Intelligence, -1 Wisdom, -1 Charisma
Earth Genasi (Half-Dao): +1 Strength, +1 Constitution, -1 Wisdom, -1 Charisma
Fire Genasi (Half-Efreet): +1 Intelligence, -1 Charisma
Water Genasi (Half-Marid): +1 Constitution, -1 Charisma
Ether Genasi (Half-Jann): +1 Strength, +1 Intelligence, -1 Wisdom, -1 Charisma
Class Restrictions:
Multi-Class Allowances:
Air Genasi (Half-Djinn): Fighter-Cleric, Fighter-Wizard
Earth Genasi (Half-Dao): None.
Fire Genasi (Half-Efreet): Fighter-Wizard
Water Genasi (Half-Marid): Fighter-Cleric, Fighter-Thief
Ether Genasi (Half-Jann): Fighter-Wizard
Kit Allowances: The kits below are from the Al-Qadim campaign setting. All characters must choose a kit.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10 for all but Earth Genasi, who have a base AC 8; Genasi move at rate 12. Water Genasi swim at rate 15.
Bonus Languages: Genie, Common.
Special Advantages:
(Air Genasi)
Elemental Resistance: +1 bonus per 5 levels to all
saving throws against air-based magic and spells.
Breathless: Air Genasi have no need to breathe, and so
can exist in airless environments and are immune to spells and
effects that require breathing.
Mingling with the Wind: Levitate 1/day as a 5th level
caster.
(Earth Genasi)
Elemental Resistance: +1 bonus per 5 levels to all
saving throws against earth-based magic and spells.
Stone Knowledge: Earth Genasi an innate knowledge of
stone equivalent to the Appraising proficiency.
Merging with the Stone: Pass Without Trace 1/day as a
5th level caster.
(Fire Genasi)
Elemental Resistance: +1 bonus per 5 levels to all
saving throws against fire-based magic and spells.
Fireproof: Suffer no damage from normal fire.
Reaching to the Blaze: Affect Normal Fires 1/day as a
5th level caster.
(Water Genasi)
Elemental Resistance: +1 bonus per 5 levels to all
saving throws against water-based magic and spells.
Water Breath: Water Genasi breathe water as easily as
they breathe air.
Calling to the Wave: Create Water 1/day as a 5th level
caster.
(Ether Genasi)
Elemental Resistance: +1 bonus per 8 levels to all
saving throws against air-, earth-, fire- or water-based magic and
spells.
Infravision: 60' range.
Drawing Matter's Veil: Invisibility 1/day as a 5th level
caster.
Special Disadvantages:
Genie-ish Arrogance: Genasi tend to be haughty to others
they meet, viewing other beings as less than they are -- a vestige of
their Genie lineage (for the arrogance of Genies is legendary).
Genasi suffer a -2 reaction penalty when dealing with Saqqan NPCs, or
NPCs who have dealt with Genasi before.
Technically members of the Aasimar race, which are much better known on the Outer Planes than they are in Saqqa. Half-Asuras are usually found in the Lower Kingdom region of Saqqa, for the Asuras are a Celestial race that is known to most often serve the Zakharan pantheon. Like Genasi, Half-Asuras are regarded as human by Saqqan society, but their hieritage is evident by tell-tale signs of their appearance (especially pale skin and eyes that appear unnaturally bright).
Ability Score Adjustments: +1 Strength or Charisma, +1 Wisdom, -2 Constitution.
Class Restrictions:
Multi-Class Allowances: (Multi-Classed Half-Asuras have their level limits in all classes reduced by 2) Fighter-Priest, Fighter-Mage, Fighter-Bard, Ranger-Mage, Ranger-Priest, Mage-Priest, Mage-Thief, Mage-Bard, Priest-Bard.
Kit Allowances: The kits below are from the Al-Qadim campaign setting. All characters must choose a kit.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Half-Asuras move at rate 12.
Bonus Languages: Asuras, Common.
Special Advantages:
Infravision: 60' range.
Keen Senses: +1 to Surprise Checks.
Elemental Damage Resistances: Half damage from Heat or
Cold.
Mental Fortitude: +2 to save vs. Charm, Fear, Emotion or
Domination effects.
Magic Resistance: 10% flat resistance.
Detect Lie: Half-Asuras can Detect Lie 3/day.
Special Disadvantages:
None.
The Hutaakan are a race of noble jackal-headed humanoids native mostly to the Upper Kingdom region of Saqqa. The Hutaakans are unique among the races of Saqqa in that they do not venerate the range of gods that other Saqqans do. They have their own racial patron, the god Pflar, and additionally also worship the jackal-headed Anubis (and, among Hutaakans of evil inclination, Set). Despite this slight difference of religious opinion, Hutaakans in general are fanatically loyal to the Pharoah and his office, even if they do not directly venerate Ra or any of the other Heliopolitan deities; they clearly identify more strongly with the Upper Kingdom's religious values than they do with those of the Lower Kingdom's Caliphate.
Ability Score Adjustments: -1 Strength, +1 Wisdom.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Mage, Fighter-Thief, Mage-Thief.
Kit Allowances: The kits below are from the Al-Qadim campaign setting. All characters (except for those with a Racial class) must choose a kit.
Hit Dice: By class.
Natural Armor Class/Move Rate: 8; Hutakaans move at rate 9.
Bonus Languages: Hutaaka, Common.
Special Advantages:
Infravision: 60' range.
Stealthy: Hutaakan Warriors, Wizards and Priests have
the ability to Hide in Shadows with a 20% chance of success. Rogues
add 20% to their base scores to Hide in Shadows, and thereafter
improve their scores normally. Racial-classed Hutaakans have the
ability to Hide in Shadows as an average Thief of the same level.
Special Disadvantages:
None.
Markeen are lesser genies exiled from the majority of their kind.
Each Markeen is cursed at birth to be the spitting image of a human
from Kulm. The genie double is not magically linked or even
necessarily friendly toward that person; they don't share thoughts,
memories, places of birth (though they are always born the same
instant), or any other traits besides outward appearance.
To play a Markeen, two players must collaborate: Markeen PCs must be
the double of another human character in the campaign. Optionally,
the player of a Markeen can ask to have his Markeen be the double of
some important person in the World of Kulm. In this case the player
and DM *might* be able to work something out.
Ability Score Adjustments: None. Markeen will always have the same Charisma score as their human double.
Class Restrictions: (Markeen need not be of the same character class as their double)
Multi-Class Allowances: Markeen may multi-class as Fighter-Wizards, Fighter-Thieves or Thief-Wizards.
Kit Allowances: The kits below are from the Al-Qadim campaign setting. All characters must choose a kit.
Hit Dice: By class.
Natural Armor Class/Move Rate: 7; Markeen move at rate 12.
Bonus Languages: Genie, Common.
Special Advantages:
Natural Attacks: Markeen retain some of their Genie-ish
strength, and can attack when unarmed for 1d6 punching damage.
Flight: Markeen are able to fly as Genies, but this is
somewhat limited. They can fly at speed 18 (B), but can only sustain
this flight for 12 turns in a single day.
Spell-like Powers: 1/day, Markeen can use each of the
following: Flame Blade, Dust Devil, Invisibility, Gust of Wind.
Racial Enmity: In battle against Genies, Gen, Ghuls or
Tasked Genies, Markeen have a +1 enmity bonus to hit. This enmity
bonus does not extend to Genasi.
Hayan Markeen: If a Markeen's human double is a bard,
the Markeen is known as a Hayan and has the ability to greatly
inspire his/her Bardic double. All of the Bard's songs and spells
have double efficacy when used within 10' of his/her Hayan Markeen.
This only affects the human double's Bardic abilities; the Markeen
gains no benefit from this ability.
Special Disadvantages:
Genie Antipathy: The Markeen enmity for Geniekind is
quite mutual. Markeen suffer a -2 reaction penalty when dealing with
Genies, and Genies will always know a Markeen for what it is.
Further, Markeen may never be Sha'irs because Geniekind will never
deal with them. (this is not to say that Markeen have anything
against Sha'irs; in fact, Markeen often enjoy travelling with
Sha'irs, because they love to watch their mighty cousins ensorceled
and commanded by mortal wizards) This enmity penalty does not extend
to Genasi.
Experience Penalty: Markeen suffer a 10% experience
penalty when advancing, in part due to the curse that made them
human.
The Maskhi are a race of xenophobic humanoids related to Dopplegangers. They are natural shapeshifters, able to assume the shapes of animals, trees or stones. The majority of Maskhi are distrustful of humans, and they keep their communities away from the settled regions of civilized Saqqa, using their shapechanging powers to keep themselves and their numbers hidden in the deep desert. In their natural forms, Maskhi appear to be lean and wiry humanoids. Their faces are elongated, but traces of both human and doppleganger lineage can be seen. Their eyes are usually some shade of blue or green, and all have blond sun-bleached hair tied back in long flowing manes or braids down their backs. Maskhi skin is tanned and covered with short, light hair, looking something like peach fuzz. Their hands and feet each have six digits.
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: None.
Kit Allowances: Maskhi wizards are always male, and always Sorcerers. Priests are always female, and always Kahina.
Hit Dice: By class.
Natural Armor Class/Move Rate: 5; Maskhi move at rate 9.
Bonus Languages: Maskhi, Common. All Maskhi can speak with animals.
Special Advantages:
Natural Attacks: When unarmed, a Maskhi can fight with
its claws for 1d3 damage each (2 attacks).
Animal Form: Each Maskhi can assume one single animal
form, from the list of animals below. Each form has the Maskhi's base
armor class, but different and possibly better movement rates.
|
Animal Type |
Natural Attacks |
Move |
Fly |
Special Ability |
|
Badger |
Bite (1d4), Claws x2 (1d4) |
9 |
Burrow speed 6, Berserk (+2 to hit, fight to -5 hp) |
|
|
Bat |
Bite (1d2) |
1 |
24 (B) |
Echolocation (equivalent to infravision 120') |
|
Cat |
Claws x2 (1d2), Bite (1d2) |
12 |
-3 to enemy surprise |
|
|
Dog |
Bite (1d6) |
12 |
Tracking proficiency +2 |
|
|
Falcon |
Beak (1d2), Talons x2 (1d2) |
1 |
36 (B) |
Dive (+2 to hit with talons with 50' of flying room) |
|
Fox |
Bite (1d3) |
15 |
Infravision 90' |
|
|
Hare |
Nil |
18 |
Jumping proficiency +2 |
|
|
Monkey |
Nil (can use S weapons) |
12 |
Climb Walls 65% |
|
|
Owl |
Talons x2 (1d4) |
1 |
27 (D) |
Infravision 120', -2 to enemy surprise |
|
Songbird |
Peck (1) |
1 |
15 (C) |
Friends spell 3/day |
Tree Form: Each Maskhi can assume the form of one
kind of small (8'-12') tropical tree, typically one that is common to
the region where the Maskhi's tribe dwells. In tree form the Maskhi's
AC is 0, but they cannot move or attack in any way while in this
form. Despite their appearance, spells which have effect on trees do
not harm a Maskhi in this form.
Stone Form: Each Maskhi can assume a roughly man-sized
stone form of a single kind of rock (basalt, obsidian, quartz,
marble, etc). They can assume any kind of specific shape the Maskhi
wishes, from a boulder or a standing stone to an outcropping of a
larger rock formation, and so forth. In this form they are also AC 0
and stationary, unable to move or attack. Despite their appearance,
spells which have an effect on stone or rocks do not harm a Maskhi in
this form.
Surprise: Maskhi can change shapes quickly, such that
they impose a -4 surprise penalty on opponents when changing form to
attack.
Special Disadvantages:
True Seeing: A True Seeing spell will reveal a Maskhi
for what it is.
Size: In tree form, Maskhi take damage as large
creatures.
Sphinxes are noble beasts native to the Upper Kingdom regions of Saqqa. There are two types of Sphinx which are friendly with the Saqqans and participate in their society: Androsphinxes (who are the males of the species) and Gynosphinxes (who are females). Both types of Sphinxes appear as winged lions with human heads. The males typically grow their hair and beards long, so as to enhance their leonine appearance.
Ability Score Adjustments: Androsphinx: +2 Strength, -2 Dexterity. Gynosphinx: +2 Intelligence, -2 Dexterity.
Class Restrictions:
Multi-Class Allowances: Gynosphinxes may multi-class as Mage-Clerics.
Kit Allowances: Only Gynosphinxes may take kits. The kits below are from the Al-Qadim campaign setting.
Hit Dice: By class. Androsphinx Paladins and Rangers take 12 bonus hit points at first level. Gynosphinx Wizards and Priests take 8 bonus hit points at first level.
Natural Armor Class/Move Rate: 5; Androsphinxes move at speed 18 and fly at speed 30 (D). Gynosphinxes move at speed 15 and fly at speed 24 (D).
Bonus Languages: Sphinx, Common. Gynosphinxes begin play with three other demihuman or humanoid languages at first level for free.
Special Advantages:
(Androsphinx)
Natural Attacks: Androsphinxes attack with two claws
in battle. At first level these claws deal 1d2 damage, but the
strength of their claw attacks increases as they grow in size and
power.
Rear Claw Rake: In some situations, the Androsphinx is
able to attack with its rear claws as well as its foreclaws. These
rear claws strike in a single, powerful double-legged kicking motion
that deals 1d6 damage at first level. If fighting on the ground, the
Androsphinx can rake with rear claws only when both claws strike the
same opponent in a single round. If fighting in the air, the
Androsphinx can use its rear claw rake in any round that it directs
both foreclaw attacks at the same opponent (they need not hit
successfully). The power of the rear claw rake increases as the
sphinx rises in level.
Roar: The Androsphinx has a powerful roar that affects
all beings within a certain radius of the Sphinx. The roar deafens,
deals damage, stuns and inflicts fear on all beings within an
appropriate radius. The radius of the various effects, as well as the
amount of damage done and the modifiers to a victim's save, increase
as the Sphinx rises in level.
(Gynosphinx)
Natural Attacks: Gynosphinxes attack with two claws
in battle. At first level these claws deal 1d2 damage, but the
strength of their claw attacks increases as they grow in size and
power.
Rear Claw Rake: In some situations, the Gynosphinx is
able to attack with its rear claws as well as its foreclaws. These
rear claws strike in a single, powerful double-legged kicking motion
that deals 1d6 damage at first level. If fighting on the ground, the
Gynosphinx can rake with rear claws only when both claws strike the
same opponent in a single round. If fighting in the air, the
Androsphinx can use its rear claw rake in any round that it directs
both foreclaw attacks at the same opponent (they need not hit
successfully). The power of the rear claw rake increases as the
sphinx rises in level.
Modify Saving Throws: When a spell cast by a Gynosphinx
(either a spell-like power or a wizard or priest spell gained from
the Gynosphinx's advancement in a character class) calls for the
target to make a saving throw, the Gynosphinx is able to modify that
saving throw in favor of the spell. At 2nd level, the Gynosphinx is
able to modify opponents' saving throws by -1. This ability increases
as the Gynosphinx rises in power.
Spell-like Powers: As the Gynosphinx rises in level, she
gains the use of a number of spell-like abilities, each usable 1/day.
The Sphinx learns her spells at the rates given below:
1st Level- Detect Magic, Read Magic, Read Languages
3rd Level- Locate Object, Dispel Magic, Clairaudience
5th Level- Clairvoyance, Remove Curse, Legend Lore
7th level- Symbol (each one 1/week)
Special Disadvantages:
Size: All Sphinxes are damaged as large creatures.
Experience Penalty: Sphinxes advancing in non-Racial
classes require double the normal amount of experience to
advance.