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It is said that, in the most ancient of bard’s songs, where jeweled trees still lean

days, a proud king named Shahraknazi the over honey streams, and high, ruby
Tall, the Smile of the Gods. After returning columns still glow with the rising sun.
home from his youthful adventures, Thus ends the sad tale of Iram, which
Shahraknazi became dissatisfied with his explains how the City of Lofty Pillars was
own domain, which seemed bland and or- built and lost for a king’s glory and pride,
dinary after all the wonders he had seen and why one must never laugh when deal-
throughout Zakhara. One day, he called ing with the genies or their kin. Some say
together his 100 most trusted sheikhs and that the genies are still searching for the
viziers and ordered them to find the great- city they helped create, while others claim
est architect of the enlightened world. that they have found it already, and live
After a year and a day, his vassals re- there now in unparalleled delight. If the
turned with Kerbelai, the master architect genies know where Iram lies, they have
of all genies. In the Sultan’s throne room, never revealed it to mortals, who shall not
Kerbelai presented his plan for a fabulous walk in its streets until the Destroyer of
city, unparalleled in all Zakhara, surpassing Delights, the Sunderer of Societies, comes
even the City of Delights in its grandeur, to claim them.
All the architect required for his service
was the king’s leave to acquire materials of Reaching Iram
the highest possible quality for the project. When the genies enslaved Shahraknazi,
The honor and satisfaction of building the the Gods were offended, for he was a rare
most glorious city in Zakhara would be supporter of Enlightenment in the early,
enough payment for the genie, The Sultan difficult years after the first Grand Caliph
hastily accepted Kerbelai’s generous pro- started the religious revolution that
posal. changed Zakhara forever. To punish the
In a year and a day, the architect con- genies-especially the architect Kerbelai,
structed a city beyond mortal comparison, who had deliberately misled Shahraknazi
with golden palaces supported on ruby as to the ultimate price for his service—the
pillars, and jeweled trees leaning over riv- Gods lifted Iram from Zakhara and placed
ers of flowing milk and honey. He called it in a secret, mystical land.
the city Iram, meaning “jewel” in Jannti. Iram now lies in a mysterious realm of the
After he was finished, Kerbelai presented spirit—perhaps on a demi-plane of dreams in
Shahraknazi with a scroll, inscribed with the Ethereal mists, or in a secret pocket of
the staggering cost of Iram. Upon reading reality hidden from Zakhara. The legendary
the parchment, Shahraknazi laughed out city still can be reached from the Land of
loud, for the final price was far above the Fate, however, for a number of desert no-
genie’s original estimates, and quite beyond mads and explorers have described seeing
the contents of his treasury. Iram’s ruby pillars in the uncharted expanse
Shaking his head with regret, Kerbelai of the wilderness. The scant number of tales
called his cousins among the dao and vary widely, however. Some describe wander-
seized everyone in Shahraknazi’s realm— ing around Iram’s outer walls but never find-
including the king himself. To pay off his ing an entrance; others remember open city
debts incurred while building Iram, Kerbe- gates, admitting them to an empty city guard-
lai sold the Sultan and his people into slav- ed by mysterious white-robed maidens.
ery in the land of the genies, where their There are a number of ways to reach the
descendants toil to this day in the vast and City of Lofty Pillars from Zakhara, but
terrible mines of the dao. none of them are easy. Perhaps the most
After Shahraknazi vanished from common entrance lies through a journey of
Zakhara, Iram the Golden, the City of Lofty the spirit, or in dreams. The most disci-
Pillars, also disappeared mysteriously from plined and holy men and women of the
the face of the world. Iram has never been wilderness can sometimes reach Iram,
seen by mortals again, except in a desert seeking some sort of spiritual guidance or
revelation. After days of fasting and medi- “Sleep of Bliss” lasting 2-8 hours. The future can be frightening. Like most
tation in the forbidding heat of the desert, poison’s onset time depends on the victim’s maskhi, Cha’id tends to be shy and reclu-
the City of Lofty Pillars appears to them in size: S (1 round), M (l-2 rounds), L-H (2-5 sive, only revealing herself when visitors
a vision, and the priests can talk with the rounds), or G (3-12 rounds). After waking try to enter Iram. She commands unques-
elusive beings that inhabit Iram. Wounded from the poison-induced slumber, most tioning respect among members of her
heroes or starving travelers, stumbling victims remember happy, dreamlike vi- race, and she is the leader of the Thirteen
and dying in the parched wastes of sions that they long to re-experience. Maidens that comprise the court (see below).
Zakhara, have sometimes happened across In rich circles, indolent nobles or mer- Cha’id the Farseeing (maskhi/fP/hk/9):
Iram and nourished themselves from the chants often deliberately poison them- INT exceptional (15); AL CN; AC 2 or - 3;
city’s fabled streams and orchards. Who selves with dreambliss, but the addictive MV 9 as animal, or 0; HD 9; hp 56; THAC0
can say whether these visits are real or poison quickly drains its victims of all 16; #AT 2; Dmg l-3/1-3, by weapon, or
imagined? Since these travelers receive wisdom (permanent loss of one point per spell; SA surprise, detect truth, discern
only knowledge, healing, or sustenance, month of repeated use) and wealth before true station, detect illusions and mirages,
there is no way to know whether their long. The poison’s effectiveness against reveal enchantments (as hakima); SD
physical bodies or their winged hamas even large creatures and monsters makes shape shifting; ML 13; SZ M; MC13; S 15,
receive the benefits of visiting Iram. it popular among adventurers in the D 14, C 12, I 16, W 18 (19), Ch 17; XP
It is far more difficult—but still not North. More information about dreambliss 5,000. Magical items: ring of protection
impossible—to reach the physical City of can be found in the A Dozen and One +3, pearl of wisdom, rod of terror (40
Lofty Pillars from the Land of Fate. A Adventures sourcebox. charges), potion of human control, oil of
number of permanent, one-way gates still obedience, scroll of protection from gen-
exist to Iram, established by fell, ancient The realm of dreams ies. Spells: bless, command (×2), cure light
sorcerers in the most secluded regions of Iram is but a small portion of the Realm wounds (×2), faerie fire, light, barkskin,
Zakhara. These uncommon portals are of Dreams, which consists primarily of a enthrall, hold person (×2), obscurement,
almost always guarded by hideous fiends hauntingly beautiful wasteland, dotted withdraw, call lightning, dispel magic,
or deceiving genies, left behind to thwart with bizarre rock formations and small, protection from fire, speak with dead,
pursuit into the Golden City. hidden oases. The valley is bordered on all cure serious wounds, protection from evil
Powerful heroes can reach Iram from sides by lofty, unsurpassable mountains. 10’ radius, protection from lightning,
the lands of the genies, although this is All means of travel beyond these peaks is reflecting pool, rain bow.
rare and difficult. The djinn arrive from effectively blocked by terrific winds and The Court: Cha’id is advised by twelve
the Citadel of Ice and Steel via unstable ominous storms. Attempts to teleport or allies, who make up a loosely organized
portals, which appear as a cyclones or plane shift beyond the mountains fail, body of friends and confidantes. This
sand storms springing up in the surround- although a wish or teleport without error court is collectively known as the Thirteen
ing desert. The marid rarely visit Iram, spell will launch the caster into the Ethere- Maidens. Akila the Falcon, a skilled wind
and when they do they enter through al plane. mage, carries the most clout among the
whirlpools that suddenly appear in the Time flows strangely in Iram, compared Maidens after her sister, Cha’id. Openly
city’s streams and fountains, flooding its with the rest of Zakhara. Roughly ten contemptuous of other species, Akila’s
streets and plazas. Efreet from the City of years pass in the Land of Fate for every speech is laced with riddles and threats.
Brass are common and unwelcome visi- year spent in the City of Lofty Pillars. The Akila the Falcon (maskhi/fW/wm/7):
tors, though they must wait for braziers temporal shift corresponds to the ten-year INT Exceptional (15); AL CN(E); AC 5 or 0;
or hearthfires to travel through. Only dao cycle of the Great Conjunction, when Iram MV 9, as animal, or 0; HD 4 + 1; hp 33;
are barred from the city as punishment appears in Zakhara. THAC0 18; #AT 2; Dmg 1-3/1-3, by weapon
from the gods. After leaving Iram, beings immediately or spell; SA surprise, wind spells inflict +1
Finally, approximately once every dec- revert to their natural age. For those who hp/die of damage (as wind mage); SD
ade, when the two wandering planets have spent a long time in Iram, this may shape shifting, +2 bonus on saves and
associated with Iram enter the Great Con- prove fatal. For instance, consider a man -2 hp/die of damage against wind attacks
junction, Iram appears in a deserted re- who spends a year in the Realm of (as wind mage); ML 13; SZ M; MC13; S 14,
gion of Zakhara. The position of the Dreams. Ten years pass in Zakhara, but D 11, C 15, I 16, W 12, Ch 16; XP 5,000.
legendary city varies with each visit, fore- the full weight of these years is only felt Magical items: staff of thunder and light-
told and preordained by the timing of the once the man returns to the Land of Fate. ning (16 charges), ring of avian control,
stars and the motion of the heavens. The City of Lofty Pillars itself rests in an potion of clairvoyance. Spells: alter normal
Then—for one night only—the Realm of enchanted, bowl-shaped valley, populated winds *, charm person, magic missile, wall
the Dreams brushes against the Land of chiefly by creatures of the spirit, which of fog, ray of enfeeblement, web, wall
Fate, and Iram the Golden may be entered are drawn to its sheltering domain. The against noise*, slow, wind wall, wind
and explored by the courageous. valley’s primary inhabitants are the no- blade*. Spells marked with an asterisk (*)
madic maskhi, shape-shifting beings who are from the Arabian Adventures book.
Inducing dreams are deeply in tune with their physical The only nonmaskhi among the Maidens
While some rare magical potions (such surroundings and their own spirituality. is Razikah of the Four Winds, a kind and
as the potion of dreaming from the Land The most gifted members of that race benevolent simurgh. Unlike the other
of Fate boxed set and the sleeping potion learn to travel between Zakhara and Iram Maidens, who prefer the animal forms of
from Assassin Mountain sourcebox) can through meditation (using the psionic eagles, owls, and falcons, Razikah likes the
artificially induce dreams that might re- talent of Dream Travel). Sometimes shape of a brilliant golden swallow, with
veal visions of Iram, the city is more often maskhis, sensing the desperate need of feathers that shine like the sun. She bal-
glimpsed (however briefly) by unfortunate travelers in the Land of Fate, will trans- ances Akila’s presence among the Maidens.
victims of dreambliss, a potent sleep- port other races to and from Iram, causing Razikah of the Four Winds (a si-
inducing poison most common in the Free almost all unexplained arrivals in the City murgh): INT genius (17); AL LG; AC 1; MV
Cities, where it sells in tiny quantities for of Lofty Pillars. 3, Fl 48(A); HD 10 + 10; hp 63; THAC0 11;
200-500 gp per dose. The venom is availa- #AT 2; Dmg 2-16/2-16; SA dazzling tail
ble elsewhere in Zakhara for more exorbi- The city (creatures in 50’ radius must save vs.
tant prices. Ruler: The most influential leader in magic or stand transfixed until 2-5 rounds
Victims struck by a dreambliss-coated Iram is Cha’id the Farseeing, a maskhi after she folds up her tail); SD see below;
weapon must save vs. poison to resist its hakima with strange mental powers. Her SZ G (20’ wingspan); ML 14; MC13; XP
potent effect. If the victim fails his saving wisdom is vast, her awareness of the past 10,000. Magical Abilities (at 10th level of
throw, he falls into a deep, euphoric seems eternal, and her knowledge of the experience, l/round, at will): detect invisi-

12 JANUARY 1994
bility, know alignment, infravision, shape brings a night of contented slumber. Tall, hidden secrets, so it should be easy for the
change (small bird or human forms only), verdant palms and fruit trees stand beside DM to place the City of Lofty Pillars just
speak with animals/monsters (birds and these streams, ever-laden with ripened about anywhere in the Land of Fate. While
avian creatures only). fruit, more succulent than any found in wandering near the withering border of the
In the past, a few wizards and fugitives Zakhara. Great Anvil, a party of explorers might
from the Land of Fate have visited the City Iram contains a thousand exquisite pal- notice the tall spires and jeweled palaces of
of Lofty Pillars, though usually only for a aces, pavilions, and gazebos. Even the Iram gleaming along the horizon, hazy and
short time. Only one has remained, a sad, smallest of these tall, airy structures has a indistinct, like a beckoning mirage. Perhaps
decrepit old man named Yahun bin Khalid vaulted electrum roof, supported by bril- they stumble into the Realm of Dreams
al-Hahiri, who has spent so much time in liant columns of ruby and chrysolite, from during a frightening sandstorm along the
this changeless realm that were he to which the city derives its name. The pal- Genies’ Caravan. They could discover Iram
return to Zakhara, his body would crum- ace interiors are a fragrant delight, for nestled in the uncharted northern reaches
ble into dust within a few minutes, The they are perfumed with tiny balls of musk, of the World Pillar Mountains, far beyond
former grandfather of a holy-slayer fel- ambergris, and incense embedded in their the corrupted valleys of the insidious yak-
lowship, Yahun fled to Iram to escape marble floors and walls. A few of these men. The remainder of this article explores
“retirement” by his ambitious and ruthless incredible palaces are even built on tall, how the DM might weave an entertaining
underlings. jasper columns, soaring far above the adventure around the dream city or build an
Yahun bin Khalid al-Hahiri (hmT/hs/ city’s fountains and gardens. Their intri- entire campaign around the quest for Iram.
14): AC 2; MV 12; hp 51; #AT 5/2 (scimitar) cate carnelian balconies lean over the
or 1; Dmg by weapon (scimitar 1d8 +6, streets and streams, affording an incredi- A brief sojourn
jambiya ld4+ 1); S 11, D 15, C 12, I 17, W ble view of the city. When first discovered during a short
16, C 14; SA specialized in scimitar, back- Products: Aside from information, adventure, Iram appears abandoned, its
stab -5; AL N; THAC0 14; XP 11,000. healing, and sustenance, the city’s obvious towering, iron-bound gates magically
Rogue Abilities: PP 45%; OL 70%; F/RT riches are tempting plunder to any adven- warded against mundane intrusion. With
60%; MS 90%; HS 90%; HN 70%; CW 90%; turer. Jewels hang from the trees, the persistence and some carefully selected
RL 70%. Magical items: bracers of defense palaces are lined with gold and silver, and spells (or magical items), a well-equipped
AC 2, fez of invisibility, slippers of levita- even the humblest city garden is littered party of adventurers should be able to
tion, scimitar +4, jambiya +1, +3 vs. with pearls and semiprecious stones. Even pierce the forbidding outer walls and
regenerating creatures, dust of sneezing if a party could devise a way to transport wander about Iram’s deserted bazaars and
and choking (six packets remaining). it back to Zakhara, the wealth of Iram columned palaces. Sparrows, starlings,
Population: At least the Thirteen vanishes if taken from the realm of and mockingbirds dart around the high
Maidens dwell in Iram, (in addition to the dreams. Only there do such riches have reaches of the lonely parks and towers,
reclusive Yahunl). Those Maidens residing substance. Magical items, however, if peering down at the new visitors with
in the city’s parks and gardens choose a transported out of Iram, retain their en- detached, alien interest. Throughout the
type of bird as their animal form, They chantment in Zakhara, city, the explorers discover hundreds of
ignore uninvited visitors, polymorphing Forces: The Thirteen Maidens, each a inscriptions, carved on walls and irides-
into their bird forms to evade contact, so sorceress or priestess of 5th-8th level, are cent pillars. Written in Chun, the dead
the total number of their race in the vicini- the most active guardians of Iram. Cha’id, language of the Haunted-Lands, these
ty is unknown. the Maidens’ leader, could raise a legion of ancient runes chronicle the tragic history
In addition, Iram and its arid environs maskhi and other faeries from the coun- of Shahraknazi’s doomed capital and give
are inhabited by a variety of faerie crea- tryside surrounding the city. However, the DM an opportunity to share some of
tures, including ashiras, buraq, desert such a defense is a needless consideration, the city’s lore with the players. During
centaurs, nymphs, sakina, simurgh, and, for who can lay siege to a city in one’s dreams? their explorations of the ruby-pillared
of course, the occasional genie. Mosques: Each of the major Enlight- towers and palaces, the adventurers soon
Features: From the outside, Iram ened gods (Hajama, Haku, Hakiyah, Jisan, discover glittering hoards of treasure
seems impregnable. Lofty onyx walls, Kor, Najm, Selan, and Zann) has a magnifi- heaped beside the silent, skeletal remains
flecked with silver and shot with veins of cent and hauntingly empty mosque dedi- of Iram’s former inhabitants, some of
gold, surround the city, their polished cated to their worship. whom perished in battle, rather than
surfaces smooth and unclimbable. They Lore: Most inhabitants of Iram remain serve the pitiless dao as slaves in the Great
are tall and thick enough to repel a host of hidden to the casual observer, but few are Dismal Delve,
giants. Four sets of titanic portals lead into willing residents of the city. The fugitive A few incidental encounters should keep
h-am, strong enough to withstand even a Yahun bin Khalid is not alone in seeking to the party on their toes and prevent the
genie’s fury. These massive, iron-bound escape some dark past or mysterious adventure from degenerating into a loot-
gates are always closed and barred from background in the Land of Fate. gathering and plundering expedition. Per-
the inside by nine sturdy beams of iron- Not only is the fabled city almost impos- haps the explorers discover a paranoid old
wood. Each requires an elephant’s sible to reach, it is even more difficult to man named Yahun in one of the golden-
strength to budge. escape. Of course, the Thirteen Maidens domed, white towers. In his dementia,
The black battlements are interrupted can send home anyone they choose, but Yahun mistakes his visitors for assassins, sent
by sixteen towers of white Marble, each they rarely decide to provide transport for by his former brotherhood. Though his
l00' tall and a keep in its own right. The anyone they did not summon in the first strength and reflexes have flagged some-
towers are crowned by enormous domes, place. A number of hidden gates exist in what over the years, Yahun has still main-
covered with sheets of gold and set with the valley beyond the city walls, but these tained most of his deadly abilities. The party
jewels. Reflected sunlight makes these portals are always guarded, and lead to will have a difficult and dangerous time
domed towers shine with greenish flame. the genie realms of Wind, Sea, and Fire, as convincing him of their true identities. They
At sunrise, their brilliance can be spotted well as to the Land of Fate, Once one has may gain a valuable ally in the city if they
for miles, burning like giant lamps, spent enough time in the Realm of are successful.
Past its daunting defenses, Iram is a Dreams, however, all that a return to At some point during their explorations,
delightful paradise, Even the city streets Zakhara brings is an immediate, withering perhaps if the party becomes too greedy,
are strewn with pearls and garnets for death from old age. the benevolent Razikah (shapechanged
gravel. Wide channels, lined with gold and into a beautiful woman with golden hair)
silver bricks, contain cool flowing water, Adventure hooks pays them a visit, warning them to depart
One drink from these streams washes The vast, impenetrable wilderness of Iram before the other Maidens form a war
away all fatigue and pain. A second drink Zakhara is home to countless wonders and party and forcibly evict them. If the party
DRAGON 13
rebuffs her advice, a punishing contingent them legends about the city. The bard Dreams. First get your hands on a copy of
of the Thirteen Maidens, led by the merci- reveals that he has heard rumors of a wise the Arabian Nights, and start with the
less Akila, should force a hasty retreat. woman named Setara living in the hills delightful stories: “The Tale of the City of
Even if the explorers manage to transport nearby. According to the local shepherds, Brass,” “The Keys of Destiny:’ and “Tale of
some of the treasure out of Iram, their Setara claims to have visited a magical, The City of Many-Columned Iram.” Locat-
jeweled riches melt away the following walled city many times in her youth. He ing these might be more of a challenge
sunrise, revealing their adventure to be tries to convince the party to help him than it at first appears, since these ob-
perhaps nothing more than a fondly re- investigate this rumor, promising to share scure stories probably will not be found in
membered dream. the wealth of Iram should they succeed in the limited anthologies of the Arabian
The party may yearn to return to the locating the fabled city. That night, before Nights sold today in bookstores, which
mysterious city, but a search of its former they arrive at Setara’s village, Tahir takes typically only focus on the most popular
location only reveals a deserted valley. Of his last dose of dreambliss and falls into tales, like “Ali Baba and the Forty Thieves,”
course, if the adventurers were especially the usual drug-induced stupor. and “Aladdin and his Magic Lamp.” The
resourceful during their brief sojourn in Entering the Realm of Dreams, the bard original compendium of A Thousand and
Iram, a kind DM may let them retain a finds someone waiting for him outside the One Arabian Nights, translated by Burton,
magical token of their visit. Once they walls of the city, someone who is not is over twenty volumes long. The library is
return to civilization and have the talis- pleased that Tahir has spoken with a your best bet for locating one of these
man identified by either a powerful wiz- group of strangers and invited them on multi-volume anthologies. While Burton’s
ard or knowledgeable sage, this enchanted their quest for Iram. An argument de- version will definitively have the tales
item might help them on a new quest to velops between Tahir and the robed visitor (check the index), I don’t recommend it for
rediscover the City of Lofty Pillars, or it outside Iram. Tahir loses. Back in Zakhara, a first-time reader, because the translation
may lead them on new and more fabulous the sleeping bard lets out a horrific can be ponderous and difficult to read. A
adventures in the Land of Fate. scream. Contorted on the ground in more recent translation is usually prefera-
spasms of agony, he screams a second time ble. Even if you don’t find the stories you
An epic campaign and lies still. Tahir manages to whisper a are looking for, the tales of the Arabian
While Iram can certainly be used as the cryptic warning to a new friend among Nights are the best source material for any
setting for a short adventure, the city is the party before he dies: AL-QADIM® campaign.
also well-suited for a longer campaign. “Beware of my brother!” For more ideas in expanding the Realm
This section should provide the DM with The bard’s mysterious murderer will of Dreams, I heartily recommend “The
enough ideas to get an epic adventure off come after the party eventually. They have DreamQuest for Unknown Kadath,” a
the ground. learned too much of Iram and might com- rather somber and chilling novella by H.P.
During the early stage of the campaign, promise this stranger’s dark goals in that Lovecraft. Del Rey publishes this tale in
the party first learns of Iram from a young city. The assaults need not begin right paperback, available in most bookstores.
traveling bard named Tahir, native to the away, but the attacks should be furtive Also, the Dreamlands supplement for
Free Cities. Tahir has been searching for and enigmatic when they come. The party Chaosium’s CALL OF CTHULHU* game
Iram ever since he saw the city’s jeweled should feel as though a strange and hid- details a campaign setting that can be
palaces in a dream. He has longed to re- den enemy now plots against them. The reached only through dreams. This sup-
turn to that magical place, forsaking all his true identity and goals of this nemesis plement was inspired by “Kadath” and
friends and former traveling companions should be slowly revealed during the Lovecraft’s other early works. In the
to pursue this quest. Tahir discovered long campaign. Perhaps Tahir’s brother is a Wheel of Time series of fantasy novels
ago that he could visit the City of Lofty powerful sha’ir, who seeks to gain seven (The Eye of the World, The Great Hunt,
Pillars by poisoning himself with dream- legendary genie prisons that were con- The Dragon Reborn, and The Shadow
bliss, but the price has nearly exhausted cealed in the Realm of Dreams or Iram Rising), author Robert Jordan explores
his finances and brought him no closer to itself by an ancient sorcerer, These iron (among other things) the idea of an alter-
entering Iram. While the bard can see the bottles contain the most malignant and nate dream plane that can be reached and
city in his dreambliss-induced visions, thus powerful of the noble genies, each capable traversed by talented individuals. These
far he has been unable to pierce Iram’s of granting one or more wishes to the recently published books are also available
outer walls and walk its gem-strewn clever mortal who releases them and can at bookstores.
streets. In the morning, when the dreams withstand their initial fury after centuries In these stories, you will find the seeds
fade and reality returns. Tahir swears that of imprisonment. Of course, wishes grant- of a thousand adventures that might take
the next time he uses dreambliss, he will ed by genies can be extremely dangerous place in the City of Lofty Pillars. A recent
discover the hidden key to entering Iram. for mortals, as detailed in the Secrets of short play by the modern Arabic poet and
He couldn’t be more mistaken. the Lamp sourcebox. At first, the party’s scholar, Khalil Gibran, also examines the
Tahir might join the party for a short nemesis can travel to Iram only in his legend of Iram (you are most likely to find
adventure or two, if only so the rawun dreams, but he currently seeks a way to it in an anthology of his works at the
can earn enough money to purchase more enter the physical city so he can uncover library). According to Gibran, the city is an
dreambliss and further his quest for Iram. and depart with the genie prisons. ancient metaphor for perfection, an ideal
Tahir is an experienced adventurer, and Throughout the campaign, the DM that can be sought but never reached. The
his extensive journeys have made him should drop clues, which, if followed, will quest for this ideal brings personal growth
knowledgeable in the lore and customs of eventually lead the party to Iram. For and development. You also may wish to
Zakhara. The DM should make him of instance, the party might gain more develop Iram into a mythical paradise of
comparable experience to the rest of the knowledge of the city from Setara, the your campaign, inspiring courageous
party. Soon after Tahir joins their compa- wise woman Tahir referred to before he explorers to set aside their ordinary pur-
ny, the party quickly notices that each died. She might know the secret to finding suits and seek a lofty ideal. May the kind
night, the rawun takes a dose of dream- Iram, but probably will require a service hand of Fate guide you on your journey to
bliss and falls into a deep coma, mumbling from the party in exchange for this valu- the City of Lofty Pillars, for we have no
incoherently to himself for the entire able information. Fate, but that Fate which we are given!
evening. He never awakens until dawn * indicates a product produced by a company other
breaks along the horizon, regardless what Further inspiration than TSR, Inc. Most product names are trademarks
transpires during the night. There are many sources available to the owned by the companies producing those products.
Once Tahir gets to know his companions, DM who wishes to launch an epic quest The use of the name of any product without mention
of its trademark status should not be construed as a
he talks about Iram incessantly, and tells for the city of Iram in the Realm of challenge to such status.
14 JANUARY 1994

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