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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=89077</id>
		<title>Jadida Alam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=89077"/>
		<updated>2008-08-13T16:12:27Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for information on the Jadida Alam Setting go to  [http://wiki.rpg.net/index.php/Jadida_Alam_overview Overview]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for a History of the last hundred years of Jadida Alam go to [http://wiki.rpg.net/index.php/Jadida_Alam_History    History]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter One&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are gathered around the town center. Around you it seems the whole of the town is waiting with their breath held in anticipation. The sand colored walls of Muk-Jaras are darkened by the unusual cloudy sky and everywhere you can sense a tension building as you wait for the ceremony to begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Priests of Ioun appear from the town hall, their maroon robes billowing in the desert wind. A hushed whisper spreads throughout the crowd as the priests climb the raised wood and mortar platform, their acolytes trailing behind them carrying a large rug rolled tightly and clasped with shining gold bands. The acolytes release the clasps and begin to roll out the rug on the platform as the senior priests take up position on either side. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whisper of the townsfolk rises in excitement as Abdul Ghafur emerges from the town hall. Today he wears his purple turban that is adorned with the golden eye of Ioun. Hanging from his neck is the golden sun of Pelor and around his waistband is the grand silver dragon-head of Bahamut. His robes too are the royal purple of his position and he leans on his staff of office, though he is young for his position and seems to be doing it just for effect. His steps are small as he approaches the platform. The townsfolk kneel as he passes and his genuine smile is a soothing tide over the masses. Abdul Ghafur climbs the steps to the platform and the priests of Ioun bow to him. The crowd too bows all around you, though you have been given orders to remain standing. The ceremony, after all, is for you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The only noise now is the incongruent wind howling around the minarets and town walls; the townsfolk, your family, friends, and neighbors are silent. Abdul Ghafur clears his throat and begins to speak. (in high pitched voice) “Citizens of Muk-Jaras, we are gathered here to celebrate our good fortune in Bahamut’s blessing! 10 decades ago Bahamut granted Lord Terous the power to stop the tide of evil at the edge of Khawr Min Sirrayya. Because of his bravery, and the blessing of Bahamut we have all survived where others have not. Lord Terous brought forth the Qudssi Mass and directed the power of Bahamut at the creatures of the abyss. The Qudssi Mass still protects us today in Bahamut’s temple.” Abdul Ghafur indicates the white temple behind Muk Jaras. “In celebration off this each decade the priests of Ioun begin the Istilah bin Mass. Ioun chooses for us those of our people who are meant to move on beyond our walls and spread the blessing that Bahamut has given us. Ioun predicts those whose destiny is set. Today is that day, and these brave souls before us now must begin their life, and their journey. As tradition states, you four will head out to the edge of the Khawr Min Sirrayya and make camp there at the resting place of the greatest evil this land has ever known. You must face whatever comes to you and prove yourselves worthy of Ioun’s blessing and Bahamut’s might. Return to us the following day and your ascension will begin. Do you four accept your destiny as Ioun has predicted?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party progressed to the edge of the Valley of Riddles. On the way they were ambushed by bandits and their pet hyenas. After a struggle, the party defeated the bandits. Witnessing this combat was [http://wiki.rpg.net/index.php/Image:Tiaclyes.jpg Tiaclyes] of Khawr Madi, a paladin of Bahamut. Tiaclyes invited the party to join him on his voyage north to Khawr Madi. The party declined, mentioning the importance of their traditional mission (even though it seemed to be little more than a camping trip.&lt;br /&gt;
&lt;br /&gt;
When the party reached their destination the unusual rain clouds began to pour and they took shelter under a ancient bilbao tree. Soon violent lightening struck the tree and uprooted it. The uprooted tree revealed a small natural cave beneath it and the party investigated. In the small network of caves they fought and bested the following:&lt;br /&gt;
4 stormclaw scorpions&lt;br /&gt;
3 Darkone Darklings&lt;br /&gt;
1 rat swarm&lt;br /&gt;
7 decrepit skeletons&lt;br /&gt;
1 spectre&lt;br /&gt;
&lt;br /&gt;
It turned out the caves lead to a two century old tomb of a Hobgoblin warrior.&lt;br /&gt;
After their exploration they prepared for their journey home, their quest complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party made their way back from the edge of the Valley of Riddles victorious from their camping trip turned dungeon delve. Upon returning to their home of Muk-Jaras they expected cheers for the returning champions. Instead they heard cries of anguish as they soon discovered their town was in the midst of a natural disaster.&lt;br /&gt;
&lt;br /&gt;
Flood waters rushed the small town of Muk-Jaras, and the characters leaped into action, trying to save as many of their friends and neighbors as possible. A newcomer to town, Muzaffar Nabil, also joined in the rescue attempt.&lt;br /&gt;
&lt;br /&gt;
Unfortunately even the champions of the Istilah bin Mass could not save everyone. The freak flood took the lives of many. Included in the missing citizens was one of the party’s own, Joe. To make matters worse, the Priest of Bahamut, Haddiyyah discovered the Qudssi Mass was missing from its resting place in the temple. The town feared the worst as it was assumed the flood had washed through the temple and taken the sacred stone with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abdul Ghafur asked the party to investigate the temple and search for traces of the stone. With the new member, Muzaffar, a reported rare stone expert, joining in, the group of four searched the temple of Bahamut. Soon they discovered evidence indicating the stone may have been taken beneath the temple through a drain in the floor.&lt;br /&gt;
&lt;br /&gt;
The party pursued and encountered giant deathjump spiders in the stairwell beneath the tower. Upon entering an ancient tomb they discovered several of those buried there had risen from the dead only to thwart the companions on their quest. After defeating the skeletons the party proceeded through a hole in the tomb wall, following a trail of gold coins.&lt;br /&gt;
&lt;br /&gt;
Quick thinking and quicker feet moved the party into an advantageous position in a struggle against an Ochre Jelly. They deftly avoided a cave in and pelted the ooze from range, safe from its attacks.&lt;br /&gt;
&lt;br /&gt;
Following the taunting voices in a broken common tongue the characters proceeded to discover Deego, the kobold Wyrmpriest and his retinue. Deego had the Qudssi Mass affixed to his bone mask and commanded his minions to stop the intruding party. In short time The Kobolds were dealt with and the adventurers returned to the surface, their mission a success. Or so they thought.&lt;br /&gt;
&lt;br /&gt;
Haddiyyah examined the Qudssi Mass and determined it had been broken, the magic had been drained from it. Under the suggestion of Azar, the local lore-keeper and historian of the village, Abdul Ghafur requested the party to travel to Khawr Madi. They must take the stone to Terous bin Sadyir and plead him to use his grandfather’s knowledge to repair the stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of Muk-Jaras celebrated, though with heavy hearts, as their would be saviors were about to depart for Khawr Madi on a quest to mend the Qudssi Mass. Fadwa, owner of the Two Winds inn held a grand feast and much of the town had gathered their to join in the festivities (many because they had nowhere else to go due to the flood).&lt;br /&gt;
&lt;br /&gt;
While dining and socializing, Lerissa was approached by the slave trader, Pelinore. Pelinore proposed [http://wiki.rpg.net/index.php/Image:LerissaWEBsm.jpg Lerissa] help him play a trick on his colleague in Khawr Madi. Lerissa was to take a small vile and slip it into Kurush’s drink. The mixture would make Kurush sick briefly and then Pelinore and Kurush could “share a laugh”. Lerissa did not trust the Eladrin and the party planned to run the slave trader out of town, assuming Pelinore had planned to poison Kurush with the intent to kill. A small altercation ensued and the characters soon handed Pelinore over to Samir, the guard captain.&lt;br /&gt;
&lt;br /&gt;
Muzaffar, meanwhile, was accosted by a very drunk Melichor. Melichor warned Muzaffar of some strange creatures lurking in the mists of the Valley of Riddles and elsewhere. These beasts seem to walk like men but “wear the cowl of the raven.” Unfortunately Melichor had little more to add to the conversation as the ale got the better of him.&lt;br /&gt;
&lt;br /&gt;
The party decided not to wait until morning and headed off for Khawr Madi that evening. After an uneventful camel ride they came to the popular half-way inn, Hagos’. Their intent was to rest up and then head out again, which would put them in Khawr Madi by the following morning. Dahr Hagos had other concerns. His children had gone missing since the flood. He pleaded with the party to investigate the other side of the Zamarra Nahr and search for his two lost boys.&lt;br /&gt;
&lt;br /&gt;
Nazzili was concerned their mission and the Qudssi Mass was more important and Muzaffar agreed, claiming if he should search for every missing child in the realm, his list of errands would become overwhelming. However, collectively the group seemed to feel there was an obligation to help Dahr Hagos and after a short rest they headed out across the river.&lt;br /&gt;
&lt;br /&gt;
Soon they tracked the children to the abandoned dwarven Thunderload Mine. It wasn’t long before the party learned of the beast Melichor had warned Muzaffar of.  Vicious, twisted abominations, the flightless  [http://wiki.rpg.net/index.php/Image:RajghurabDUO.jpg  raven people] attacked the party fast and furious. The now seasoned heroes bested the strange beasts however and were quick to discover dwarven mines are hazardous long after their makers have left.&lt;br /&gt;
&lt;br /&gt;
Also discovered were bodies of apparent captives. The party assumed these raven people had kidnapped many travelers recently. One such traveler’s corpse wore garb completely foreign to Jadida Alam and carried a map written in a foreign script. The group spared no time to uncover the map’s significance at this point. They felt they must continue and find the missing children.&lt;br /&gt;
&lt;br /&gt;
Shortly the party spotted one of the two missing boys, held captive by the raven beasts. The monsters fled with the boy through the mines. In a heated and desperate chase on mine carts the characters caught up with the beasts and rescued the child. The boy, Eyab, said the monsters already had taken his brother and they must rescue him. Looking forward the party discovered, after the chase on eldritch enchanted mine carts, they were no longer in the mines. In fact, Muzzafar noticed a shift in the very fabric of nature and exclaimed: “We are in the Shadowfell”&lt;br /&gt;
&lt;br /&gt;
For historical reference only, [http://wiki.rpg.net/index.php/Image:Mahrid.jpg Mahrid the Great] proved to be a worthy opponent to these most foul raven beasts.   Time and time again Mahrid the Great would charge towards these horrid creatures undetered, hacking and slashing his way to victory!   Were it not for Mahrid the Great surely our group would have tasted the darkness that is death!   Oh and Nazzili surely provided timely healing surges and command prowess that only a great warlord can provide!  &amp;quot;You know, being a gladiator has it&#039;s rewards that surely outweigh the dangers&amp;quot; exclaimed Mahrid after the daring cart chase in which the young child named Shortround was saved.   Most will ignore this reference but it is true and should be noted in the annals of time.&lt;br /&gt;
&lt;br /&gt;
[[Image:JungleTemple.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The party proceeded into the strange jungle-temple courtyard before them, Eyab (shortround) in toe. To comfort the young boy they handed Eyab a dagger, saying: “Surely you will not need this, but every ounce of protections counts.”&lt;br /&gt;
&lt;br /&gt;
Shortly they discovered this statement more true than they had thought. Crossing the courtyard zombies sprung from the earth and tried to block the character’s progress. The fight was heated and the mighty Mahrid the Great almost succumbed to his wounds. In due time, however, the party vanquished the zombies.&lt;br /&gt;
&lt;br /&gt;
The party determined they would not be able to press on further without recuperating their strength, so they returned to the cave from whence they came and set up camp. Young Eyab, frightened for his life, was perhaps more frightened for his brother, Yaheed. Though none of the heroes knew what the foul beasts had planned for their captives, they gambled they would still have a chance to rescue the boy. Their choices were slim.&lt;br /&gt;
&lt;br /&gt;
The following morning the heroes plunged into the temple and again encountered more undead, as well as more of the Raven-people. Eyab called them Raj-Ghurab, a mixture of man and raven in an antiquated dialect of the common tounge. The name stuck. Though Nazzili simply called them “Bastards.”&lt;br /&gt;
&lt;br /&gt;
Deeper into the temple the party traveled, Lerissa deftly maneuvering into flanking positions to deliver deadly attacks, while Mahrid and Nazzili held the brunt of the monsters attacks back on their shields and swords. Muzzafar blasted the nefarious beasts with learned precision of arcane supremacy. Finally the group, through a secret door, found a room containing a sacrificial altar, many more prisoners and a Raj-Ghurab necromancer…in addition to zombies and more Raj-Ghurab soldiers.&lt;br /&gt;
&lt;br /&gt;
Most of the fight took place in the secret passage that granted the party access to the altar room. When the Raj-Ghurab soldiers fell Lerissa quickly maneuvered behind the Necromancer and prepared to plunge her dagger deep into the beasts feathered skull. Mahrid and Nazzili bravely charged the beast head-on, Mahrid scoring a mighty blow, befitting of a champion. In moments the beast was down. Eyab ran to his brother, who was sore, and bruised but suffered no permanent physical injury. While Lerissa picked the locks on the crude cages around the room, Muzzafar noticed some of the primitive paintings on the interior temple walls. He correctly identified the paintings depicting the Shadar-Kai, a race who were once humans, but now serve the Raven Queen in the Shadowfell. &lt;br /&gt;
&lt;br /&gt;
Again further inspection of the temple was thwarted as it began to fall apart all around the party. They fled for the exit, dodging debris as they went, leading 6 prisoners as well as the two Hagos boys. By the time they reached the staircase the world still seemed to be falling apart all around them, yet there was no sound from the bricks hitting the floor. Suddenly, the party appeared in the real realm, the gate to the shadowfell collapsed behind them.&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:LerissaWEBsm.jpg&amp;diff=89076</id>
		<title>File:LerissaWEBsm.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:LerissaWEBsm.jpg&amp;diff=89076"/>
		<updated>2008-08-13T16:09:52Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=88987</id>
		<title>Jadida Alam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=88987"/>
		<updated>2008-08-11T19:38:22Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for information on the Jadida Alam Setting go to  [http://wiki.rpg.net/index.php/Jadida_Alam_overview Overview]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for a History of the last hundred years of Jadida Alam go to [http://wiki.rpg.net/index.php/Jadida_Alam_History    History]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter One&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are gathered around the town center. Around you it seems the whole of the town is waiting with their breath held in anticipation. The sand colored walls of Muk-Jaras are darkened by the unusual cloudy sky and everywhere you can sense a tension building as you wait for the ceremony to begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Priests of Ioun appear from the town hall, their maroon robes billowing in the desert wind. A hushed whisper spreads throughout the crowd as the priests climb the raised wood and mortar platform, their acolytes trailing behind them carrying a large rug rolled tightly and clasped with shining gold bands. The acolytes release the clasps and begin to roll out the rug on the platform as the senior priests take up position on either side. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whisper of the townsfolk rises in excitement as Abdul Ghafur emerges from the town hall. Today he wears his purple turban that is adorned with the golden eye of Ioun. Hanging from his neck is the golden sun of Pelor and around his waistband is the grand silver dragon-head of Bahamut. His robes too are the royal purple of his position and he leans on his staff of office, though he is young for his position and seems to be doing it just for effect. His steps are small as he approaches the platform. The townsfolk kneel as he passes and his genuine smile is a soothing tide over the masses. Abdul Ghafur climbs the steps to the platform and the priests of Ioun bow to him. The crowd too bows all around you, though you have been given orders to remain standing. The ceremony, after all, is for you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The only noise now is the incongruent wind howling around the minarets and town walls; the townsfolk, your family, friends, and neighbors are silent. Abdul Ghafur clears his throat and begins to speak. (in high pitched voice) “Citizens of Muk-Jaras, we are gathered here to celebrate our good fortune in Bahamut’s blessing! 10 decades ago Bahamut granted Lord Terous the power to stop the tide of evil at the edge of Khawr Min Sirrayya. Because of his bravery, and the blessing of Bahamut we have all survived where others have not. Lord Terous brought forth the Qudssi Mass and directed the power of Bahamut at the creatures of the abyss. The Qudssi Mass still protects us today in Bahamut’s temple.” Abdul Ghafur indicates the white temple behind Muk Jaras. “In celebration off this each decade the priests of Ioun begin the Istilah bin Mass. Ioun chooses for us those of our people who are meant to move on beyond our walls and spread the blessing that Bahamut has given us. Ioun predicts those whose destiny is set. Today is that day, and these brave souls before us now must begin their life, and their journey. As tradition states, you four will head out to the edge of the Khawr Min Sirrayya and make camp there at the resting place of the greatest evil this land has ever known. You must face whatever comes to you and prove yourselves worthy of Ioun’s blessing and Bahamut’s might. Return to us the following day and your ascension will begin. Do you four accept your destiny as Ioun has predicted?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party progressed to the edge of the Valley of Riddles. On the way they were ambushed by bandits and their pet hyenas. After a struggle, the party defeated the bandits. Witnessing this combat was [http://wiki.rpg.net/index.php/Image:Tiaclyes.jpg Tiaclyes] of Khawr Madi, a paladin of Bahamut. Tiaclyes invited the party to join him on his voyage north to Khawr Madi. The party declined, mentioning the importance of their traditional mission (even though it seemed to be little more than a camping trip.&lt;br /&gt;
&lt;br /&gt;
When the party reached their destination the unusual rain clouds began to pour and they took shelter under a ancient bilbao tree. Soon violent lightening struck the tree and uprooted it. The uprooted tree revealed a small natural cave beneath it and the party investigated. In the small network of caves they fought and bested the following:&lt;br /&gt;
4 stormclaw scorpions&lt;br /&gt;
3 Darkone Darklings&lt;br /&gt;
1 rat swarm&lt;br /&gt;
7 decrepit skeletons&lt;br /&gt;
1 spectre&lt;br /&gt;
&lt;br /&gt;
It turned out the caves lead to a two century old tomb of a Hobgoblin warrior.&lt;br /&gt;
After their exploration they prepared for their journey home, their quest complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party made their way back from the edge of the Valley of Riddles victorious from their camping trip turned dungeon delve. Upon returning to their home of Muk-Jaras they expected cheers for the returning champions. Instead they heard cries of anguish as they soon discovered their town was in the midst of a natural disaster.&lt;br /&gt;
&lt;br /&gt;
Flood waters rushed the small town of Muk-Jaras, and the characters leaped into action, trying to save as many of their friends and neighbors as possible. A newcomer to town, Muzaffar Nabil, also joined in the rescue attempt.&lt;br /&gt;
&lt;br /&gt;
Unfortunately even the champions of the Istilah bin Mass could not save everyone. The freak flood took the lives of many. Included in the missing citizens was one of the party’s own, Joe. To make matters worse, the Priest of Bahamut, Haddiyyah discovered the Qudssi Mass was missing from its resting place in the temple. The town feared the worst as it was assumed the flood had washed through the temple and taken the sacred stone with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abdul Ghafur asked the party to investigate the temple and search for traces of the stone. With the new member, Muzaffar, a reported rare stone expert, joining in, the group of four searched the temple of Bahamut. Soon they discovered evidence indicating the stone may have been taken beneath the temple through a drain in the floor.&lt;br /&gt;
&lt;br /&gt;
The party pursued and encountered giant deathjump spiders in the stairwell beneath the tower. Upon entering an ancient tomb they discovered several of those buried there had risen from the dead only to thwart the companions on their quest. After defeating the skeletons the party proceeded through a hole in the tomb wall, following a trail of gold coins.&lt;br /&gt;
&lt;br /&gt;
Quick thinking and quicker feet moved the party into an advantageous position in a struggle against an Ochre Jelly. They deftly avoided a cave in and pelted the ooze from range, safe from its attacks.&lt;br /&gt;
&lt;br /&gt;
Following the taunting voices in a broken common tongue the characters proceeded to discover Deego, the kobold Wyrmpriest and his retinue. Deego had the Qudssi Mass affixed to his bone mask and commanded his minions to stop the intruding party. In short time The Kobolds were dealt with and the adventurers returned to the surface, their mission a success. Or so they thought.&lt;br /&gt;
&lt;br /&gt;
Haddiyyah examined the Qudssi Mass and determined it had been broken, the magic had been drained from it. Under the suggestion of Azar, the local lore-keeper and historian of the village, Abdul Ghafur requested the party to travel to Khawr Madi. They must take the stone to Terous bin Sadyir and plead him to use his grandfather’s knowledge to repair the stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of Muk-Jaras celebrated, though with heavy hearts, as their would be saviors were about to depart for Khawr Madi on a quest to mend the Qudssi Mass. Fadwa, owner of the Two Winds inn held a grand feast and much of the town had gathered their to join in the festivities (many because they had nowhere else to go due to the flood).&lt;br /&gt;
&lt;br /&gt;
While dining and socializing, Lerissa was approached by the slave trader, Pelinore. Pelinore proposed Lerissa help him play a trick on his colleague in Khawr Madi. Lerissa was to take a small vile and slip it into Kurush’s drink. The mixture would make Kurush sick briefly and then Pelinore and Kurush could “share a laugh”. Lerissa did not trust the Eladrin and the party planned to run the slave trader out of town, assuming Pelinore had planned to poison Kurush with the intent to kill. A small altercation ensued and the characters soon handed Pelinore over to Samir, the guard captain.&lt;br /&gt;
&lt;br /&gt;
Muzaffar, meanwhile, was accosted by a very drunk Melichor. Melichor warned Muzaffar of some strange creatures lurking in the mists of the Valley of Riddles and elsewhere. These beasts seem to walk like men but “wear the cowl of the raven.” Unfortunately Melichor had little more to add to the conversation as the ale got the better of him.&lt;br /&gt;
&lt;br /&gt;
The party decided not to wait until morning and headed off for Khawr Madi that evening. After an uneventful camel ride they came to the popular half-way inn, Hagos’. Their intent was to rest up and then head out again, which would put them in Khawr Madi by the following morning. Dahr Hagos had other concerns. His children had gone missing since the flood. He pleaded with the party to investigate the other side of the Zamarra Nahr and search for his two lost boys.&lt;br /&gt;
&lt;br /&gt;
Nazzili was concerned their mission and the Qudssi Mass was more important and Muzaffar agreed, claiming if he should search for every missing child in the realm, his list of errands would become overwhelming. However, collectively the group seemed to feel there was an obligation to help Dahr Hagos and after a short rest they headed out across the river.&lt;br /&gt;
&lt;br /&gt;
Soon they tracked the children to the abandoned dwarven Thunderload Mine. It wasn’t long before the party learned of the beast Melichor had warned Muzaffar of.  Vicious, twisted abominations, the flightless  [http://wiki.rpg.net/index.php/Image:RajghurabDUO.jpg  raven people] attacked the party fast and furious. The now seasoned heroes bested the strange beasts however and were quick to discover dwarven mines are hazardous long after their makers have left.&lt;br /&gt;
&lt;br /&gt;
Also discovered were bodies of apparent captives. The party assumed these raven people had kidnapped many travelers recently. One such traveler’s corpse wore garb completely foreign to Jadida Alam and carried a map written in a foreign script. The group spared no time to uncover the map’s significance at this point. They felt they must continue and find the missing children.&lt;br /&gt;
&lt;br /&gt;
Shortly the party spotted one of the two missing boys, held captive by the raven beasts. The monsters fled with the boy through the mines. In a heated and desperate chase on mine carts the characters caught up with the beasts and rescued the child. The boy, Eyab, said the monsters already had taken his brother and they must rescue him. Looking forward the party discovered, after the chase on eldritch enchanted mine carts, they were no longer in the mines. In fact, Muzzafar noticed a shift in the very fabric of nature and exclaimed: “We are in the Shadowfell”&lt;br /&gt;
&lt;br /&gt;
For historical reference only, [http://wiki.rpg.net/index.php/Image:Mahrid.jpg Mahrid the Great] proved to be a worthy opponent to these most foul raven beasts.   Time and time again Mahrid the Great would charge towards these horrid creatures undetered, hacking and slashing his way to victory!   Were it not for Mahrid the Great surely our group would have tasted the darkness that is death!   Oh and Nazzili surely provided timely healing surges and command prowess that only a great warlord can provide!  &amp;quot;You know, being a gladiator has it&#039;s rewards that surely outweigh the dangers&amp;quot; exclaimed Mahrid after the daring cart chase in which the young child named Shortround was saved.   Most will ignore this reference but it is true and should be noted in the annals of time.&lt;br /&gt;
&lt;br /&gt;
[[Image:JungleTemple.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The party proceeded into the strange jungle-temple courtyard before them, Eyab (shortround) in toe. To comfort the young boy they handed Eyab a dagger, saying: “Surely you will not need this, but every ounce of protections counts.”&lt;br /&gt;
&lt;br /&gt;
Shortly they discovered this statement more true than they had thought. Crossing the courtyard zombies sprung from the earth and tried to block the character’s progress. The fight was heated and the mighty Mahrid the Great almost succumbed to his wounds. In due time, however, the party vanquished the zombies.&lt;br /&gt;
&lt;br /&gt;
The party determined they would not be able to press on further without recuperating their strength, so they returned to the cave from whence they came and set up camp. Young Eyab, frightened for his life, was perhaps more frightened for his brother, Yaheed. Though none of the heroes knew what the foul beasts had planned for their captives, they gambled they would still have a chance to rescue the boy. Their choices were slim.&lt;br /&gt;
&lt;br /&gt;
The following morning the heroes plunged into the temple and again encountered more undead, as well as more of the Raven-people. Eyab called them Raj-Ghurab, a mixture of man and raven in an antiquated dialect of the common tounge. The name stuck. Though Nazzili simply called them “Bastards.”&lt;br /&gt;
&lt;br /&gt;
Deeper into the temple the party traveled, Lerissa deftly maneuvering into flanking positions to deliver deadly attacks, while Mahrid and Nazzili held the brunt of the monsters attacks back on their shields and swords. Muzzafar blasted the nefarious beasts with learned precision of arcane supremacy. Finally the group, through a secret door, found a room containing a sacrificial altar, many more prisoners and a Raj-Ghurab necromancer…in addition to zombies and more Raj-Ghurab soldiers.&lt;br /&gt;
&lt;br /&gt;
Most of the fight took place in the secret passage that granted the party access to the altar room. When the Raj-Ghurab soldiers fell Lerissa quickly maneuvered behind the Necromancer and prepared to plunge her dagger deep into the beasts feathered skull. Mahrid and Nazzili bravely charged the beast head-on, Mahrid scoring a mighty blow, befitting of a champion. In moments the beast was down. Eyab ran to his brother, who was sore, and bruised but suffered no permanent physical injury. While Lerissa picked the locks on the crude cages around the room, Muzzafar noticed some of the primitive paintings on the interior temple walls. He correctly identified the paintings depicting the Shadar-Kai, a race who were once humans, but now serve the Raven Queen in the Shadowfell. &lt;br /&gt;
&lt;br /&gt;
Again further inspection of the temple was thwarted as it began to fall apart all around the party. They fled for the exit, dodging debris as they went, leading 6 prisoners as well as the two Hagos boys. By the time they reached the staircase the world still seemed to be falling apart all around them, yet there was no sound from the bricks hitting the floor. Suddenly, the party appeared in the real realm, the gate to the shadowfell collapsed behind them.&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=88986</id>
		<title>Jadida Alam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=88986"/>
		<updated>2008-08-11T19:37:38Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for information on the Jadida Alam Setting go to  [http://wiki.rpg.net/index.php/Jadida_Alam_overview Overview]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for a History of the last hundred years of Jadida Alam go to [http://wiki.rpg.net/index.php/Jadida_Alam_History    History]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter One&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are gathered around the town center. Around you it seems the whole of the town is waiting with their breath held in anticipation. The sand colored walls of Muk-Jaras are darkened by the unusual cloudy sky and everywhere you can sense a tension building as you wait for the ceremony to begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Priests of Ioun appear from the town hall, their maroon robes billowing in the desert wind. A hushed whisper spreads throughout the crowd as the priests climb the raised wood and mortar platform, their acolytes trailing behind them carrying a large rug rolled tightly and clasped with shining gold bands. The acolytes release the clasps and begin to roll out the rug on the platform as the senior priests take up position on either side. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whisper of the townsfolk rises in excitement as Abdul Ghafur emerges from the town hall. Today he wears his purple turban that is adorned with the golden eye of Ioun. Hanging from his neck is the golden sun of Pelor and around his waistband is the grand silver dragon-head of Bahamut. His robes too are the royal purple of his position and he leans on his staff of office, though he is young for his position and seems to be doing it just for effect. His steps are small as he approaches the platform. The townsfolk kneel as he passes and his genuine smile is a soothing tide over the masses. Abdul Ghafur climbs the steps to the platform and the priests of Ioun bow to him. The crowd too bows all around you, though you have been given orders to remain standing. The ceremony, after all, is for you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The only noise now is the incongruent wind howling around the minarets and town walls; the townsfolk, your family, friends, and neighbors are silent. Abdul Ghafur clears his throat and begins to speak. (in high pitched voice) “Citizens of Muk-Jaras, we are gathered here to celebrate our good fortune in Bahamut’s blessing! 10 decades ago Bahamut granted Lord Terous the power to stop the tide of evil at the edge of Khawr Min Sirrayya. Because of his bravery, and the blessing of Bahamut we have all survived where others have not. Lord Terous brought forth the Qudssi Mass and directed the power of Bahamut at the creatures of the abyss. The Qudssi Mass still protects us today in Bahamut’s temple.” Abdul Ghafur indicates the white temple behind Muk Jaras. “In celebration off this each decade the priests of Ioun begin the Istilah bin Mass. Ioun chooses for us those of our people who are meant to move on beyond our walls and spread the blessing that Bahamut has given us. Ioun predicts those whose destiny is set. Today is that day, and these brave souls before us now must begin their life, and their journey. As tradition states, you four will head out to the edge of the Khawr Min Sirrayya and make camp there at the resting place of the greatest evil this land has ever known. You must face whatever comes to you and prove yourselves worthy of Ioun’s blessing and Bahamut’s might. Return to us the following day and your ascension will begin. Do you four accept your destiny as Ioun has predicted?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party progressed to the edge of the Valley of Riddles. On the way they were ambushed by bandits and their pet hyenas. After a struggle, the party defeated the bandits. Witnessing this combat was [http://wiki.rpg.net/index.php/Image:Tiaclyes.jpg Tiaclyes] of Khawr Madi, a paladin of Bahamut. Tiaclyes invited the party to join him on his voyage north to Khawr Madi. The party declined, mentioning the importance of their traditional mission (even though it seemed to be little more than a camping trip.&lt;br /&gt;
&lt;br /&gt;
When the party reached their destination the unusual rain clouds began to pour and they took shelter under a ancient bilbao tree. Soon violent lightening struck the tree and uprooted it. The uprooted tree revealed a small natural cave beneath it and the party investigated. In the small network of caves they fought and bested the following:&lt;br /&gt;
4 stormclaw scorpions&lt;br /&gt;
3 Darkone Darklings&lt;br /&gt;
1 rat swarm&lt;br /&gt;
7 decrepit skeletons&lt;br /&gt;
1 spectre&lt;br /&gt;
&lt;br /&gt;
It turned out the caves lead to a two century old tomb of a Hobgoblin warrior.&lt;br /&gt;
After their exploration they prepared for their journey home, their quest complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party made their way back from the edge of the Valley of Riddles victorious from their camping trip turned dungeon delve. Upon returning to their home of Muk-Jaras they expected cheers for the returning champions. Instead they heard cries of anguish as they soon discovered their town was in the midst of a natural disaster.&lt;br /&gt;
&lt;br /&gt;
Flood waters rushed the small town of Muk-Jaras, and the characters leaped into action, trying to save as many of their friends and neighbors as possible. A newcomer to town, Muzaffar Nabil, also joined in the rescue attempt.&lt;br /&gt;
&lt;br /&gt;
Unfortunately even the champions of the Istilah bin Mass could not save everyone. The freak flood took the lives of many. Included in the missing citizens was one of the party’s own, Joe. To make matters worse, the Priest of Bahamut, Haddiyyah discovered the Qudssi Mass was missing from its resting place in the temple. The town feared the worst as it was assumed the flood had washed through the temple and taken the sacred stone with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abdul Ghafur asked the party to investigate the temple and search for traces of the stone. With the new member, Muzaffar, a reported rare stone expert, joining in, the group of four searched the temple of Bahamut. Soon they discovered evidence indicating the stone may have been taken beneath the temple through a drain in the floor.&lt;br /&gt;
&lt;br /&gt;
The party pursued and encountered giant deathjump spiders in the stairwell beneath the tower. Upon entering an ancient tomb they discovered several of those buried there had risen from the dead only to thwart the companions on their quest. After defeating the skeletons the party proceeded through a hole in the tomb wall, following a trail of gold coins.&lt;br /&gt;
&lt;br /&gt;
Quick thinking and quicker feet moved the party into an advantageous position in a struggle against an Ochre Jelly. They deftly avoided a cave in and pelted the ooze from range, safe from its attacks.&lt;br /&gt;
&lt;br /&gt;
Following the taunting voices in a broken common tongue the characters proceeded to discover Deego, the kobold Wyrmpriest and his retinue. Deego had the Qudssi Mass affixed to his bone mask and commanded his minions to stop the intruding party. In short time The Kobolds were dealt with and the adventurers returned to the surface, their mission a success. Or so they thought.&lt;br /&gt;
&lt;br /&gt;
Haddiyyah examined the Qudssi Mass and determined it had been broken, the magic had been drained from it. Under the suggestion of Azar, the local lore-keeper and historian of the village, Abdul Ghafur requested the party to travel to Khawr Madi. They must take the stone to Terous bin Sadyir and plead him to use his grandfather’s knowledge to repair the stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of Muk-Jaras celebrated, though with heavy hearts, as their would be saviors were about to depart for Khawr Madi on a quest to mend the Qudssi Mass. Fadwa, owner of the Two Winds inn held a grand feast and much of the town had gathered their to join in the festivities (many because they had nowhere else to go due to the flood).&lt;br /&gt;
&lt;br /&gt;
While dining and socializing, Lerissa was approached by the slave trader, Pelinore. Pelinore proposed Lerissa help him play a trick on his colleague in Khawr Madi. Lerissa was to take a small vile and slip it into Kurush’s drink. The mixture would make Kurush sick briefly and then Pelinore and Kurush could “share a laugh”. Lerissa did not trust the Eladrin and the party planned to run the slave trader out of town, assuming Pelinore had planned to poison Kurush with the intent to kill. A small altercation ensued and the characters soon handed Pelinore over to Samir, the guard captain.&lt;br /&gt;
&lt;br /&gt;
Muzaffar, meanwhile, was accosted by a very drunk Melichor. Melichor warned Muzaffar of some strange creatures lurking in the mists of the Valley of Riddles and elsewhere. These beasts seem to walk like men but “wear the cowl of the raven.” Unfortunately Melichor had little more to add to the conversation as the ale got the better of him.&lt;br /&gt;
&lt;br /&gt;
The party decided not to wait until morning and headed off for Khawr Madi that evening. After an uneventful camel ride they came to the popular half-way inn, Hagos’. Their intent was to rest up and then head out again, which would put them in Khawr Madi by the following morning. Dahr Hagos had other concerns. His children had gone missing since the flood. He pleaded with the party to investigate the other side of the Zamarra Nahr and search for his two lost boys.&lt;br /&gt;
&lt;br /&gt;
Nazzili was concerned their mission and the Qudssi Mass was more important and Muzaffar agreed, claiming if he should search for every missing child in the realm, his list of errands would become overwhelming. However, collectively the group seemed to feel there was an obligation to help Dahr Hagos and after a short rest they headed out across the river.&lt;br /&gt;
&lt;br /&gt;
Soon they tracked the children to the abandoned dwarven Thunderload Mine. It wasn’t long before the party learned of the beast Melichor had warned Muzaffar of.  Vicious, twisted abominations, the flightless  [http://wiki.rpg.net/index.php/Image:RajghurabDUO.jpg  raven people] attacked the party fast and furious. The now seasoned heroes bested the strange beasts however and were quick to discover dwarven mines are hazardous long after their makers have left.&lt;br /&gt;
&lt;br /&gt;
Also discovered were bodies of apparent captives. The party assumed these raven people had kidnapped many travelers recently. One such traveler’s corpse wore garb completely foreign to Jadida Alam and carried a map written in a foreign script. The group spared no time to uncover the map’s significance at this point. They felt they must continue and find the missing children.&lt;br /&gt;
&lt;br /&gt;
Shortly the party spotted one of the two missing boys, held captive by the raven beasts. The monsters fled with the boy through the mines. In a heated and desperate chase on mine carts the characters caught up with the beasts and rescued the child. The boy, Eyab, said the monsters already had taken his brother and they must rescue him. Looking forward the party discovered, after the chase on eldritch enchanted mine carts, they were no longer in the mines. In fact, Muzzafar noticed a shift in the very fabric of nature and exclaimed: “We are in the Shadowfell”&lt;br /&gt;
&lt;br /&gt;
For historical reference only, [http://wiki.rpg.net/index.php/Image:Mahrid.jpg Mahrid the Great] proved to be a worthy opponent to these most foul raven beasts.   Time and time again Mahrid the Great would charge towards these horrid creatures undetered, hacking and slashing his way to victory!   Were it not for Mahrid the Great surely our group would have tasted the darkness that is death!   Oh and Nazzili surely provided timely healing surges and command prowess that only a great warlord can provide!  &amp;quot;You know, being a gladiator has it&#039;s rewards that surely outweigh the dangers&amp;quot; exclaimed Mahrid after the daring cart chase in which the young child named Shortround was saved.   Most will ignore this reference but it is true and should be noted in the annals of time.&lt;br /&gt;
&lt;br /&gt;
[[Image:JungleTemple.jpg]]&lt;br /&gt;
The party proceeded into the strange jungle-temple courtyard before them, Eyab (shortround) in toe. To comfort the young boy they handed Eyab a dagger, saying: “Surely you will not need this, but every ounce of protections counts.”&lt;br /&gt;
&lt;br /&gt;
Shortly they discovered this statement more true than they had thought. Crossing the courtyard zombies sprung from the earth and tried to block the character’s progress. The fight was heated and the mighty Mahrid the Great almost succumbed to his wounds. In due time, however, the party vanquished the zombies.&lt;br /&gt;
&lt;br /&gt;
The party determined they would not be able to press on further without recuperating their strength, so they returned to the cave from whence they came and set up camp. Young Eyab, frightened for his life, was perhaps more frightened for his brother, Yaheed. Though none of the heroes knew what the foul beasts had planned for their captives, they gambled they would still have a chance to rescue the boy. Their choices were slim.&lt;br /&gt;
&lt;br /&gt;
The following morning the heroes plunged into the temple and again encountered more undead, as well as more of the Raven-people. Eyab called them Raj-Ghurab, a mixture of man and raven in an antiquated dialect of the common tounge. The name stuck. Though Nazzili simply called them “Bastards.”&lt;br /&gt;
&lt;br /&gt;
Deeper into the temple the party traveled, Lerissa deftly maneuvering into flanking positions to deliver deadly attacks, while Mahrid and Nazzili held the brunt of the monsters attacks back on their shields and swords. Muzzafar blasted the nefarious beasts with learned precision of arcane supremacy. Finally the group, through a secret door, found a room containing a sacrificial altar, many more prisoners and a Raj-Ghurab necromancer…in addition to zombies and more Raj-Ghurab soldiers.&lt;br /&gt;
&lt;br /&gt;
Most of the fight took place in the secret passage that granted the party access to the altar room. When the Raj-Ghurab soldiers fell Lerissa quickly maneuvered behind the Necromancer and prepared to plunge her dagger deep into the beasts feathered skull. Mahrid and Nazzili bravely charged the beast head-on, Mahrid scoring a mighty blow, befitting of a champion. In moments the beast was down. Eyab ran to his brother, who was sore, and bruised but suffered no permanent physical injury. While Lerissa picked the locks on the crude cages around the room, Muzzafar noticed some of the primitive paintings on the interior temple walls. He correctly identified the paintings depicting the Shadar-Kai, a race who were once humans, but now serve the Raven Queen in the Shadowfell. &lt;br /&gt;
&lt;br /&gt;
Again further inspection of the temple was thwarted as it began to fall apart all around the party. They fled for the exit, dodging debris as they went, leading 6 prisoners as well as the two Hagos boys. By the time they reached the staircase the world still seemed to be falling apart all around them, yet there was no sound from the bricks hitting the floor. Suddenly, the party appeared in the real realm, the gate to the shadowfell collapsed behind them.&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=88400</id>
		<title>Jadida Alam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=88400"/>
		<updated>2008-08-04T16:40:12Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for information on the Jadida Alam Setting go to  [http://wiki.rpg.net/index.php/Jadida_Alam_overview Overview]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for a History of the last hundred years of Jadida Alam go to [http://wiki.rpg.net/index.php/Jadida_Alam_History    History]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter One&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are gathered around the town center. Around you it seems the whole of the town is waiting with their breath held in anticipation. The sand colored walls of Muk-Jaras are darkened by the unusual cloudy sky and everywhere you can sense a tension building as you wait for the ceremony to begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Priests of Ioun appear from the town hall, their maroon robes billowing in the desert wind. A hushed whisper spreads throughout the crowd as the priests climb the raised wood and mortar platform, their acolytes trailing behind them carrying a large rug rolled tightly and clasped with shining gold bands. The acolytes release the clasps and begin to roll out the rug on the platform as the senior priests take up position on either side. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whisper of the townsfolk rises in excitement as Abdul Ghafur emerges from the town hall. Today he wears his purple turban that is adorned with the golden eye of Ioun. Hanging from his neck is the golden sun of Pelor and around his waistband is the grand silver dragon-head of Bahamut. His robes too are the royal purple of his position and he leans on his staff of office, though he is young for his position and seems to be doing it just for effect. His steps are small as he approaches the platform. The townsfolk kneel as he passes and his genuine smile is a soothing tide over the masses. Abdul Ghafur climbs the steps to the platform and the priests of Ioun bow to him. The crowd too bows all around you, though you have been given orders to remain standing. The ceremony, after all, is for you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The only noise now is the incongruent wind howling around the minarets and town walls; the townsfolk, your family, friends, and neighbors are silent. Abdul Ghafur clears his throat and begins to speak. (in high pitched voice) “Citizens of Muk-Jaras, we are gathered here to celebrate our good fortune in Bahamut’s blessing! 10 decades ago Bahamut granted Lord Terous the power to stop the tide of evil at the edge of Khawr Min Sirrayya. Because of his bravery, and the blessing of Bahamut we have all survived where others have not. Lord Terous brought forth the Qudssi Mass and directed the power of Bahamut at the creatures of the abyss. The Qudssi Mass still protects us today in Bahamut’s temple.” Abdul Ghafur indicates the white temple behind Muk Jaras. “In celebration off this each decade the priests of Ioun begin the Istilah bin Mass. Ioun chooses for us those of our people who are meant to move on beyond our walls and spread the blessing that Bahamut has given us. Ioun predicts those whose destiny is set. Today is that day, and these brave souls before us now must begin their life, and their journey. As tradition states, you four will head out to the edge of the Khawr Min Sirrayya and make camp there at the resting place of the greatest evil this land has ever known. You must face whatever comes to you and prove yourselves worthy of Ioun’s blessing and Bahamut’s might. Return to us the following day and your ascension will begin. Do you four accept your destiny as Ioun has predicted?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party progressed to the edge of the Valley of Riddles. On the way they were ambushed by bandits and their pet hyenas. After a struggle, the party defeated the bandits. Witnessing this combat was [http://wiki.rpg.net/index.php/Image:Tiaclyes.jpg Tiaclyes] of Khawr Madi, a paladin of Bahamut. Tiaclyes invited the party to join him on his voyage north to Khawr Madi. The party declined, mentioning the importance of their traditional mission (even though it seemed to be little more than a camping trip.&lt;br /&gt;
&lt;br /&gt;
When the party reached their destination the unusual rain clouds began to pour and they took shelter under a ancient bilbao tree. Soon violent lightening struck the tree and uprooted it. The uprooted tree revealed a small natural cave beneath it and the party investigated. In the small network of caves they fought and bested the following:&lt;br /&gt;
4 stormclaw scorpions&lt;br /&gt;
3 Darkone Darklings&lt;br /&gt;
1 rat swarm&lt;br /&gt;
7 decrepit skeletons&lt;br /&gt;
1 spectre&lt;br /&gt;
&lt;br /&gt;
It turned out the caves lead to a two century old tomb of a Hobgoblin warrior.&lt;br /&gt;
After their exploration they prepared for their journey home, their quest complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party made their way back from the edge of the Valley of Riddles victorious from their camping trip turned dungeon delve. Upon returning to their home of Muk-Jaras they expected cheers for the returning champions. Instead they heard cries of anguish as they soon discovered their town was in the midst of a natural disaster.&lt;br /&gt;
&lt;br /&gt;
Flood waters rushed the small town of Muk-Jaras, and the characters leaped into action, trying to save as many of their friends and neighbors as possible. A newcomer to town, Muzaffar Nabil, also joined in the rescue attempt.&lt;br /&gt;
&lt;br /&gt;
Unfortunately even the champions of the Istilah bin Mass could not save everyone. The freak flood took the lives of many. Included in the missing citizens was one of the party’s own, Joe. To make matters worse, the Priest of Bahamut, Haddiyyah discovered the Qudssi Mass was missing from its resting place in the temple. The town feared the worst as it was assumed the flood had washed through the temple and taken the sacred stone with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abdul Ghafur asked the party to investigate the temple and search for traces of the stone. With the new member, Muzaffar, a reported rare stone expert, joining in, the group of four searched the temple of Bahamut. Soon they discovered evidence indicating the stone may have been taken beneath the temple through a drain in the floor.&lt;br /&gt;
&lt;br /&gt;
The party pursued and encountered giant deathjump spiders in the stairwell beneath the tower. Upon entering an ancient tomb they discovered several of those buried there had risen from the dead only to thwart the companions on their quest. After defeating the skeletons the party proceeded through a hole in the tomb wall, following a trail of gold coins.&lt;br /&gt;
&lt;br /&gt;
Quick thinking and quicker feet moved the party into an advantageous position in a struggle against an Ochre Jelly. They deftly avoided a cave in and pelted the ooze from range, safe from its attacks.&lt;br /&gt;
&lt;br /&gt;
Following the taunting voices in a broken common tongue the characters proceeded to discover Deego, the kobold Wyrmpriest and his retinue. Deego had the Qudssi Mass affixed to his bone mask and commanded his minions to stop the intruding party. In short time The Kobolds were dealt with and the adventurers returned to the surface, their mission a success. Or so they thought.&lt;br /&gt;
&lt;br /&gt;
Haddiyyah examined the Qudssi Mass and determined it had been broken, the magic had been drained from it. Under the suggestion of Azar, the local lore-keeper and historian of the village, Abdul Ghafur requested the party to travel to Khawr Madi. They must take the stone to Terous bin Sadyir and plead him to use his grandfather’s knowledge to repair the stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of Muk-Jaras celebrated, though with heavy hearts, as their would be saviors were about to depart for Khawr Madi on a quest to mend the Qudssi Mass. Fadwa, owner of the Two Winds inn held a grand feast and much of the town had gathered their to join in the festivities (many because they had nowhere else to go due to the flood).&lt;br /&gt;
&lt;br /&gt;
While dining and socializing, Lerissa was approached by the slave trader, Pelinore. Pelinore proposed Lerissa help him play a trick on his colleague in Khawr Madi. Lerissa was to take a small vile and slip it into Kurush’s drink. The mixture would make Kurush sick briefly and then Pelinore and Kurush could “share a laugh”. Lerissa did not trust the Eladrin and the party planned to run the slave trader out of town, assuming Pelinore had planned to poison Kurush with the intent to kill. A small altercation ensued and the characters soon handed Pelinore over to Samir, the guard captain.&lt;br /&gt;
&lt;br /&gt;
Muzaffar, meanwhile, was accosted by a very drunk Melichor. Melichor warned Muzaffar of some strange creatures lurking in the mists of the Valley of Riddles and elsewhere. These beasts seem to walk like men but “wear the cowl of the raven.” Unfortunately Melichor had little more to add to the conversation as the ale got the better of him.&lt;br /&gt;
&lt;br /&gt;
The party decided not to wait until morning and headed off for Khawr Madi that evening. After an uneventful camel ride they came to the popular half-way inn, Hagos’. Their intent was to rest up and then head out again, which would put them in Khawr Madi by the following morning. Dahr Hagos had other concerns. His children had gone missing since the flood. He pleaded with the party to investigate the other side of the Zamarra Nahr and search for his two lost boys.&lt;br /&gt;
&lt;br /&gt;
Nazzili was concerned their mission and the Qudssi Mass was more important and Muzaffar agreed, claiming if he should search for every missing child in the realm, his list of errands would become overwhelming. However, collectively the group seemed to feel there was an obligation to help Dahr Hagos and after a short rest they headed out across the river.&lt;br /&gt;
&lt;br /&gt;
Soon they tracked the children to the abandoned dwarven Thunderload Mine. It wasn’t long before the party learned of the beast Melichor had warned Muzaffar of.  Vicious, twisted abominations, the flightless  [http://wiki.rpg.net/index.php/Image:RajghurabDUO.jpg  raven people] attacked the party fast and furious. The now seasoned heroes bested the strange beasts however and were quick to discover dwarven mines are hazardous long after their makers have left.&lt;br /&gt;
&lt;br /&gt;
Also discovered were bodies of apparent captives. The party assumed these raven people had kidnapped many travelers recently. One such traveler’s corpse wore garb completely foreign to Jadida Alam and carried a map written in a foreign script. The group spared no time to uncover the map’s significance at this point. They felt they must continue and find the missing children.&lt;br /&gt;
&lt;br /&gt;
Shortly the party spotted one of the two missing boys, held captive by the raven beasts. The monsters fled with the boy through the mines. In a heated and desperate chase on mine carts the characters caught up with the beasts and rescued the child. The boy, Eyab, said the monsters already had taken his brother and they must rescue him. Looking forward the party discovered, after the chase on eldritch enchanted mine carts, they were no longer in the mines. In fact, Muzzafar noticed a shift in the very fabric of nature and exclaimed: “We are in the Shadowfell”&lt;br /&gt;
&lt;br /&gt;
For historical reference only, [http://wiki.rpg.net/index.php/Image:Mahrid.jpg Mahrid the Great] proved to be a worthy opponent to these most foul raven beasts.   Time and time again Mahrid the Great would charge towards these horrid creatures undetered, hacking and slashing his way to victory!   Were it not for Mahrid the Great surely our group would have tasted the darkness that is death!   Oh and Nazzili surely provided timely healing surges and command prowess that only a great warlord can provide!  &amp;quot;You know, being a gladiator has it&#039;s rewards that surely outweigh the dangers&amp;quot; exclaimed Mahrid after the daring cart chase in which the young child named Shortround was saved.   Most will ignore this reference but it is true and should be noted in the annals of time.&lt;br /&gt;
&lt;br /&gt;
[[Image:JungleTemple.jpg]]&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Mahrid.jpg&amp;diff=88399</id>
		<title>File:Mahrid.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Mahrid.jpg&amp;diff=88399"/>
		<updated>2008-08-04T16:38:32Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=88054</id>
		<title>Jadida Alam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=88054"/>
		<updated>2008-07-30T17:27:10Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for information on the Jadida Alam Setting go to  [http://wiki.rpg.net/index.php/Jadida_Alam_overview Overview]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for a History of the last hundred years of Jadida Alam go to [http://wiki.rpg.net/index.php/Jadida_Alam_History    History]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter One&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are gathered around the town center. Around you it seems the whole of the town is waiting with their breath held in anticipation. The sand colored walls of Muk-Jaras are darkened by the unusual cloudy sky and everywhere you can sense a tension building as you wait for the ceremony to begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Priests of Ioun appear from the town hall, their maroon robes billowing in the desert wind. A hushed whisper spreads throughout the crowd as the priests climb the raised wood and mortar platform, their acolytes trailing behind them carrying a large rug rolled tightly and clasped with shining gold bands. The acolytes release the clasps and begin to roll out the rug on the platform as the senior priests take up position on either side. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whisper of the townsfolk rises in excitement as Abdul Ghafur emerges from the town hall. Today he wears his purple turban that is adorned with the golden eye of Ioun. Hanging from his neck is the golden sun of Pelor and around his waistband is the grand silver dragon-head of Bahamut. His robes too are the royal purple of his position and he leans on his staff of office, though he is young for his position and seems to be doing it just for effect. His steps are small as he approaches the platform. The townsfolk kneel as he passes and his genuine smile is a soothing tide over the masses. Abdul Ghafur climbs the steps to the platform and the priests of Ioun bow to him. The crowd too bows all around you, though you have been given orders to remain standing. The ceremony, after all, is for you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The only noise now is the incongruent wind howling around the minarets and town walls; the townsfolk, your family, friends, and neighbors are silent. Abdul Ghafur clears his throat and begins to speak. (in high pitched voice) “Citizens of Muk-Jaras, we are gathered here to celebrate our good fortune in Bahamut’s blessing! 10 decades ago Bahamut granted Lord Terous the power to stop the tide of evil at the edge of Khawr Min Sirrayya. Because of his bravery, and the blessing of Bahamut we have all survived where others have not. Lord Terous brought forth the Qudssi Mass and directed the power of Bahamut at the creatures of the abyss. The Qudssi Mass still protects us today in Bahamut’s temple.” Abdul Ghafur indicates the white temple behind Muk Jaras. “In celebration off this each decade the priests of Ioun begin the Istilah bin Mass. Ioun chooses for us those of our people who are meant to move on beyond our walls and spread the blessing that Bahamut has given us. Ioun predicts those whose destiny is set. Today is that day, and these brave souls before us now must begin their life, and their journey. As tradition states, you four will head out to the edge of the Khawr Min Sirrayya and make camp there at the resting place of the greatest evil this land has ever known. You must face whatever comes to you and prove yourselves worthy of Ioun’s blessing and Bahamut’s might. Return to us the following day and your ascension will begin. Do you four accept your destiny as Ioun has predicted?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party progressed to the edge of the Valley of Riddles. On the way they were ambushed by bandits and their pet hyenas. After a struggle, the party defeated the bandits. Witnessing this combat was [http://wiki.rpg.net/index.php/Image:Tiaclyes.jpg Tiaclyes] of Khawr Madi, a paladin of Bahamut. Tiaclyes invited the party to join him on his voyage north to Khawr Madi. The party declined, mentioning the importance of their traditional mission (even though it seemed to be little more than a camping trip.&lt;br /&gt;
&lt;br /&gt;
When the party reached their destination the unusual rain clouds began to pour and they took shelter under a ancient bilbao tree. Soon violent lightening struck the tree and uprooted it. The uprooted tree revealed a small natural cave beneath it and the party investigated. In the small network of caves they fought and bested the following:&lt;br /&gt;
4 stormclaw scorpions&lt;br /&gt;
3 Darkone Darklings&lt;br /&gt;
1 rat swarm&lt;br /&gt;
7 decrepit skeletons&lt;br /&gt;
1 spectre&lt;br /&gt;
&lt;br /&gt;
It turned out the caves lead to a two century old tomb of a Hobgoblin warrior.&lt;br /&gt;
After their exploration they prepared for their journey home, their quest complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party made their way back from the edge of the Valley of Riddles victorious from their camping trip turned dungeon delve. Upon returning to their home of Muk-Jaras they expected cheers for the returning champions. Instead they heard cries of anguish as they soon discovered their town was in the midst of a natural disaster.&lt;br /&gt;
&lt;br /&gt;
Flood waters rushed the small town of Muk-Jaras, and the characters leaped into action, trying to save as many of their friends and neighbors as possible. A newcomer to town, Muzaffar Nabil, also joined in the rescue attempt.&lt;br /&gt;
&lt;br /&gt;
Unfortunately even the champions of the Istilah bin Mass could not save everyone. The freak flood took the lives of many. Included in the missing citizens was one of the party’s own, Joe. To make matters worse, the Priest of Bahamut, Haddiyyah discovered the Qudssi Mass was missing from its resting place in the temple. The town feared the worst as it was assumed the flood had washed through the temple and taken the sacred stone with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abdul Ghafur asked the party to investigate the temple and search for traces of the stone. With the new member, Muzaffar, a reported rare stone expert, joining in, the group of four searched the temple of Bahamut. Soon they discovered evidence indicating the stone may have been taken beneath the temple through a drain in the floor.&lt;br /&gt;
&lt;br /&gt;
The party pursued and encountered giant deathjump spiders in the stairwell beneath the tower. Upon entering an ancient tomb they discovered several of those buried there had risen from the dead only to thwart the companions on their quest. After defeating the skeletons the party proceeded through a hole in the tomb wall, following a trail of gold coins.&lt;br /&gt;
&lt;br /&gt;
Quick thinking and quicker feet moved the party into an advantageous position in a struggle against an Ochre Jelly. They deftly avoided a cave in and pelted the ooze from range, safe from its attacks.&lt;br /&gt;
&lt;br /&gt;
Following the taunting voices in a broken common tongue the characters proceeded to discover Deego, the kobold Wyrmpriest and his retinue. Deego had the Qudssi Mass affixed to his bone mask and commanded his minions to stop the intruding party. In short time The Kobolds were dealt with and the adventurers returned to the surface, their mission a success. Or so they thought.&lt;br /&gt;
&lt;br /&gt;
Haddiyyah examined the Qudssi Mass and determined it had been broken, the magic had been drained from it. Under the suggestion of Azar, the local lore-keeper and historian of the village, Abdul Ghafur requested the party to travel to Khawr Madi. They must take the stone to Terous bin Sadyir and plead him to use his grandfather’s knowledge to repair the stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of Muk-Jaras celebrated, though with heavy hearts, as their would be saviors were about to depart for Khawr Madi on a quest to mend the Qudssi Mass. Fadwa, owner of the Two Winds inn held a grand feast and much of the town had gathered their to join in the festivities (many because they had nowhere else to go due to the flood).&lt;br /&gt;
&lt;br /&gt;
While dining and socializing, Lerissa was approached by the slave trader, Pelinore. Pelinore proposed Lerissa help him play a trick on his colleague in Khawr Madi. Lerissa was to take a small vile and slip it into Kurush’s drink. The mixture would make Kurush sick briefly and then Pelinore and Kurush could “share a laugh”. Lerissa did not trust the Eladrin and the party planned to run the slave trader out of town, assuming Pelinore had planned to poison Kurush with the intent to kill. A small altercation ensued and the characters soon handed Pelinore over to Samir, the guard captain.&lt;br /&gt;
&lt;br /&gt;
Muzaffar, meanwhile, was accosted by a very drunk Melichor. Melichor warned Muzaffar of some strange creatures lurking in the mists of the Valley of Riddles and elsewhere. These beasts seem to walk like men but “wear the cowl of the raven.” Unfortunately Melichor had little more to add to the conversation as the ale got the better of him.&lt;br /&gt;
&lt;br /&gt;
The party decided not to wait until morning and headed off for Khawr Madi that evening. After an uneventful camel ride they came to the popular half-way inn, Hagos’. Their intent was to rest up and then head out again, which would put them in Khawr Madi by the following morning. Dahr Hagos had other concerns. His children had gone missing since the flood. He pleaded with the party to investigate the other side of the Zamarra Nahr and search for his two lost boys.&lt;br /&gt;
&lt;br /&gt;
Nazzili was concerned their mission and the Qudssi Mass was more important and Muzaffar agreed, claiming if he should search for every missing child in the realm, his list of errands would become overwhelming. However, collectively the group seemed to feel there was an obligation to help Dahr Hagos and after a short rest they headed out across the river.&lt;br /&gt;
&lt;br /&gt;
Soon they tracked the children to the abandoned dwarven Thunderload Mine. It wasn’t long before the party learned of the beast Melichor had warned Muzaffar of.  Vicious, twisted abominations, the flightless  [http://wiki.rpg.net/index.php/Image:RajghurabDUO.jpg  raven people] attacked the party fast and furious. The now seasoned heroes bested the strange beasts however and were quick to discover dwarven mines are hazardous long after their makers have left.&lt;br /&gt;
&lt;br /&gt;
Also discovered were bodies of apparent captives. The party assumed these raven people had kidnapped many travelers recently. One such traveler’s corpse wore garb completely foreign to Jadida Alam and carried a map written in a foreign script. The group spared no time to uncover the map’s significance at this point. They felt they must continue and find the missing children.&lt;br /&gt;
&lt;br /&gt;
Shortly the party spotted one of the two missing boys, held captive by the raven beasts. The monsters fled with the boy through the mines. In a heated and desperate chase on mine carts the characters caught up with the beasts and rescued the child. The boy, Eyab, said the monsters already had taken his brother and they must rescue him. Looking forward the party discovered, after the chase on eldritch enchanted mine carts, they were no longer in the mines. In fact, Muzzafar noticed a shift in the very fabric of nature and exclaimed: “We are in the Shadowfell”&lt;br /&gt;
&lt;br /&gt;
For historical reference only, Mahrid the Great proved to be a worthy opponent to these most foul raven beasts.   Time and time again Mahrid the Great would charge towards these horrid creatures undetered, hacking and slashing his way to victory!   Were it not for Mahrid the Great surely our group would have tasted the darkness that is death!   Oh and Nazzili surely provided timely healing surges and command prowess that only a great warlord can provide!  &amp;quot;You know, being a gladiator has it&#039;s rewards that surely outweigh the dangers&amp;quot; exclaimed Mahrid after the daring cart chase in which the young child named Shortround was saved.   Most will ignore this reference but it is true and should be noted in the annals of time.&lt;br /&gt;
&lt;br /&gt;
[[Image:JungleTemple.jpg]]&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Tiaclyes.jpg&amp;diff=88053</id>
		<title>File:Tiaclyes.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Tiaclyes.jpg&amp;diff=88053"/>
		<updated>2008-07-30T17:21:54Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=88001</id>
		<title>Jadida Alam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=88001"/>
		<updated>2008-07-29T15:49:34Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for information on the Jadida Alam Setting go to  [http://wiki.rpg.net/index.php/Jadida_Alam_overview Overview]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for a History of the last hundred years of Jadida Alam go to [http://wiki.rpg.net/index.php/Jadida_Alam_History    History]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter One&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are gathered around the town center. Around you it seems the whole of the town is waiting with their breath held in anticipation. The sand colored walls of Muk-Jaras are darkened by the unusual cloudy sky and everywhere you can sense a tension building as you wait for the ceremony to begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Priests of Ioun appear from the town hall, their maroon robes billowing in the desert wind. A hushed whisper spreads throughout the crowd as the priests climb the raised wood and mortar platform, their acolytes trailing behind them carrying a large rug rolled tightly and clasped with shining gold bands. The acolytes release the clasps and begin to roll out the rug on the platform as the senior priests take up position on either side. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whisper of the townsfolk rises in excitement as Abdul Ghafur emerges from the town hall. Today he wears his purple turban that is adorned with the golden eye of Ioun. Hanging from his neck is the golden sun of Pelor and around his waistband is the grand silver dragon-head of Bahamut. His robes too are the royal purple of his position and he leans on his staff of office, though he is young for his position and seems to be doing it just for effect. His steps are small as he approaches the platform. The townsfolk kneel as he passes and his genuine smile is a soothing tide over the masses. Abdul Ghafur climbs the steps to the platform and the priests of Ioun bow to him. The crowd too bows all around you, though you have been given orders to remain standing. The ceremony, after all, is for you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The only noise now is the incongruent wind howling around the minarets and town walls; the townsfolk, your family, friends, and neighbors are silent. Abdul Ghafur clears his throat and begins to speak. (in high pitched voice) “Citizens of Muk-Jaras, we are gathered here to celebrate our good fortune in Bahamut’s blessing! 10 decades ago Bahamut granted Lord Terous the power to stop the tide of evil at the edge of Khawr Min Sirrayya. Because of his bravery, and the blessing of Bahamut we have all survived where others have not. Lord Terous brought forth the Qudssi Mass and directed the power of Bahamut at the creatures of the abyss. The Qudssi Mass still protects us today in Bahamut’s temple.” Abdul Ghafur indicates the white temple behind Muk Jaras. “In celebration off this each decade the priests of Ioun begin the Istilah bin Mass. Ioun chooses for us those of our people who are meant to move on beyond our walls and spread the blessing that Bahamut has given us. Ioun predicts those whose destiny is set. Today is that day, and these brave souls before us now must begin their life, and their journey. As tradition states, you four will head out to the edge of the Khawr Min Sirrayya and make camp there at the resting place of the greatest evil this land has ever known. You must face whatever comes to you and prove yourselves worthy of Ioun’s blessing and Bahamut’s might. Return to us the following day and your ascension will begin. Do you four accept your destiny as Ioun has predicted?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party progressed to the edge of the Valley of Riddles. On the way they were ambushed by bandits and their pet hyenas. After a struggle, the party defeated the bandits. Witnessing this combat was Tiaclyes of Khawr Madi, a paladin of Bahamut. Tiaclyes invited the party to join him on his voyage north to Khawr Madi. The party declined, mentioning the importance of their traditional mission (even though it seemed to be little more than a camping trip.&lt;br /&gt;
&lt;br /&gt;
When the party reached their destination the unusual rain clouds began to pour and they took shelter under a ancient bilbao tree. Soon violent lightening struck the tree and uprooted it. The uprooted tree revealed a small natural cave beneath it and the party investigated. In the small network of caves they fought and bested the following:&lt;br /&gt;
4 stormclaw scorpions&lt;br /&gt;
3 Darkone Darklings&lt;br /&gt;
1 rat swarm&lt;br /&gt;
7 decrepit skeletons&lt;br /&gt;
1 spectre&lt;br /&gt;
&lt;br /&gt;
It turned out the caves lead to a two century old tomb of a Hobgoblin warrior.&lt;br /&gt;
After their exploration they prepared for their journey home, their quest complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party made their way back from the edge of the Valley of Riddles victorious from their camping trip turned dungeon delve. Upon returning to their home of Muk-Jaras they expected cheers for the returning champions. Instead they heard cries of anguish as they soon discovered their town was in the midst of a natural disaster.&lt;br /&gt;
&lt;br /&gt;
Flood waters rushed the small town of Muk-Jaras, and the characters leaped into action, trying to save as many of their friends and neighbors as possible. A newcomer to town, Muzaffar Nabil, also joined in the rescue attempt.&lt;br /&gt;
&lt;br /&gt;
Unfortunately even the champions of the Istilah bin Mass could not save everyone. The freak flood took the lives of many. Included in the missing citizens was one of the party’s own, Joe. To make matters worse, the Priest of Bahamut, Haddiyyah discovered the Qudssi Mass was missing from its resting place in the temple. The town feared the worst as it was assumed the flood had washed through the temple and taken the sacred stone with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abdul Ghafur asked the party to investigate the temple and search for traces of the stone. With the new member, Muzaffar, a reported rare stone expert, joining in, the group of four searched the temple of Bahamut. Soon they discovered evidence indicating the stone may have been taken beneath the temple through a drain in the floor.&lt;br /&gt;
&lt;br /&gt;
The party pursued and encountered giant deathjump spiders in the stairwell beneath the tower. Upon entering an ancient tomb they discovered several of those buried there had risen from the dead only to thwart the companions on their quest. After defeating the skeletons the party proceeded through a hole in the tomb wall, following a trail of gold coins.&lt;br /&gt;
&lt;br /&gt;
Quick thinking and quicker feet moved the party into an advantageous position in a struggle against an Ochre Jelly. They deftly avoided a cave in and pelted the ooze from range, safe from its attacks.&lt;br /&gt;
&lt;br /&gt;
Following the taunting voices in a broken common tongue the characters proceeded to discover Deego, the kobold Wyrmpriest and his retinue. Deego had the Qudssi Mass affixed to his bone mask and commanded his minions to stop the intruding party. In short time The Kobolds were dealt with and the adventurers returned to the surface, their mission a success. Or so they thought.&lt;br /&gt;
&lt;br /&gt;
Haddiyyah examined the Qudssi Mass and determined it had been broken, the magic had been drained from it. Under the suggestion of Azar, the local lore-keeper and historian of the village, Abdul Ghafur requested the party to travel to Khawr Madi. They must take the stone to Terous bin Sadyir and plead him to use his grandfather’s knowledge to repair the stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of Muk-Jaras celebrated, though with heavy hearts, as their would be saviors were about to depart for Khawr Madi on a quest to mend the Qudssi Mass. Fadwa, owner of the Two Winds inn held a grand feast and much of the town had gathered their to join in the festivities (many because they had nowhere else to go due to the flood).&lt;br /&gt;
&lt;br /&gt;
While dining and socializing, Lerissa was approached by the slave trader, Pelinore. Pelinore proposed Lerissa help him play a trick on his colleague in Khawr Madi. Lerissa was to take a small vile and slip it into Kurush’s drink. The mixture would make Kurush sick briefly and then Pelinore and Kurush could “share a laugh”. Lerissa did not trust the Eladrin and the party planned to run the slave trader out of town, assuming Pelinore had planned to poison Kurush with the intent to kill. A small altercation ensued and the characters soon handed Pelinore over to Samir, the guard captain.&lt;br /&gt;
&lt;br /&gt;
Muzaffar, meanwhile, was accosted by a very drunk Melichor. Melichor warned Muzaffar of some strange creatures lurking in the mists of the Valley of Riddles and elsewhere. These beasts seem to walk like men but “wear the cowl of the raven.” Unfortunately Melichor had little more to add to the conversation as the ale got the better of him.&lt;br /&gt;
&lt;br /&gt;
The party decided not to wait until morning and headed off for Khawr Madi that evening. After an uneventful camel ride they came to the popular half-way inn, Hagos’. Their intent was to rest up and then head out again, which would put them in Khawr Madi by the following morning. Dahr Hagos had other concerns. His children had gone missing since the flood. He pleaded with the party to investigate the other side of the Zamarra Nahr and search for his two lost boys.&lt;br /&gt;
&lt;br /&gt;
Nazzili was concerned their mission and the Qudssi Mass was more important and Muzaffar agreed, claiming if he should search for every missing child in the realm, his list of errands would become overwhelming. However, collectively the group seemed to feel there was an obligation to help Dahr Hagos and after a short rest they headed out across the river.&lt;br /&gt;
&lt;br /&gt;
Soon they tracked the children to the abandoned dwarven Thunderload Mine. It wasn’t long before the party learned of the beast Melichor had warned Muzaffar of.  Vicious, twisted abominations, the flightless  [http://wiki.rpg.net/index.php/Image:RajghurabDUO.jpg  raven people] attacked the party fast and furious. The now seasoned heroes bested the strange beasts however and were quick to discover dwarven mines are hazardous long after their makers have left.&lt;br /&gt;
&lt;br /&gt;
Also discovered were bodies of apparent captives. The party assumed these raven people had kidnapped many travelers recently. One such traveler’s corpse wore garb completely foreign to Jadida Alam and carried a map written in a foreign script. The group spared no time to uncover the map’s significance at this point. They felt they must continue and find the missing children.&lt;br /&gt;
&lt;br /&gt;
Shortly the party spotted one of the two missing boys, held captive by the raven beasts. The monsters fled with the boy through the mines. In a heated and desperate chase on mine carts the characters caught up with the beasts and rescued the child. The boy, Eyab, said the monsters already had taken his brother and they must rescue him. Looking forward the party discovered, after the chase on eldritch enchanted mine carts, they were no longer in the mines. In fact, Muzzafar noticed a shift in the very fabric of nature and exclaimed: “We are in the Shadowfell”&lt;br /&gt;
&lt;br /&gt;
For historical reference only, Mahrid the Great proved to be a worthy opponent to these most foul raven beasts.   Time and time again Mahrid the Great would charge towards these horrid creatures undetered, hacking and slashing his way to victory!   Were it not for Mahrid the Great surely our group would have tasted the darkness that is death!   Oh and Nazzili surely provided timely healing surges and command prowess that only a great warlord can provide!  &amp;quot;You know, being a gladiator has it&#039;s rewards that surely outweigh the dangers&amp;quot; exclaimed Mahrid after the daring cart chase in which the young child named Shortround was saved.   Most will ignore this reference but it is true and should be noted in the annals of time.&lt;br /&gt;
&lt;br /&gt;
[[Image:JungleTemple.jpg]]&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam_RajGhurab&amp;diff=87983</id>
		<title>Jadida Alam RajGhurab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam_RajGhurab&amp;diff=87983"/>
		<updated>2008-07-28T18:46:13Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RajghurabDUO.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:RajGhurab Skirmisher.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:RajGhurab Soldier.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:RajGhurab ShadowCaller.jpg]]&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:RajghurabDUO.jpg&amp;diff=87982</id>
		<title>File:RajghurabDUO.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:RajghurabDUO.jpg&amp;diff=87982"/>
		<updated>2008-07-28T18:40:53Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=87981</id>
		<title>Jadida Alam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=87981"/>
		<updated>2008-07-28T18:28:08Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for information on the Jadida Alam Setting go to  [http://wiki.rpg.net/index.php/Jadida_Alam_overview Overview]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for a History of the last hundred years of Jadida Alam go to [http://wiki.rpg.net/index.php/Jadida_Alam_History    History]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter One&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are gathered around the town center. Around you it seems the whole of the town is waiting with their breath held in anticipation. The sand colored walls of Muk-Jaras are darkened by the unusual cloudy sky and everywhere you can sense a tension building as you wait for the ceremony to begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Priests of Ioun appear from the town hall, their maroon robes billowing in the desert wind. A hushed whisper spreads throughout the crowd as the priests climb the raised wood and mortar platform, their acolytes trailing behind them carrying a large rug rolled tightly and clasped with shining gold bands. The acolytes release the clasps and begin to roll out the rug on the platform as the senior priests take up position on either side. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whisper of the townsfolk rises in excitement as Abdul Ghafur emerges from the town hall. Today he wears his purple turban that is adorned with the golden eye of Ioun. Hanging from his neck is the golden sun of Pelor and around his waistband is the grand silver dragon-head of Bahamut. His robes too are the royal purple of his position and he leans on his staff of office, though he is young for his position and seems to be doing it just for effect. His steps are small as he approaches the platform. The townsfolk kneel as he passes and his genuine smile is a soothing tide over the masses. Abdul Ghafur climbs the steps to the platform and the priests of Ioun bow to him. The crowd too bows all around you, though you have been given orders to remain standing. The ceremony, after all, is for you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The only noise now is the incongruent wind howling around the minarets and town walls; the townsfolk, your family, friends, and neighbors are silent. Abdul Ghafur clears his throat and begins to speak. (in high pitched voice) “Citizens of Muk-Jaras, we are gathered here to celebrate our good fortune in Bahamut’s blessing! 10 decades ago Bahamut granted Lord Terous the power to stop the tide of evil at the edge of Khawr Min Sirrayya. Because of his bravery, and the blessing of Bahamut we have all survived where others have not. Lord Terous brought forth the Qudssi Mass and directed the power of Bahamut at the creatures of the abyss. The Qudssi Mass still protects us today in Bahamut’s temple.” Abdul Ghafur indicates the white temple behind Muk Jaras. “In celebration off this each decade the priests of Ioun begin the Istilah bin Mass. Ioun chooses for us those of our people who are meant to move on beyond our walls and spread the blessing that Bahamut has given us. Ioun predicts those whose destiny is set. Today is that day, and these brave souls before us now must begin their life, and their journey. As tradition states, you four will head out to the edge of the Khawr Min Sirrayya and make camp there at the resting place of the greatest evil this land has ever known. You must face whatever comes to you and prove yourselves worthy of Ioun’s blessing and Bahamut’s might. Return to us the following day and your ascension will begin. Do you four accept your destiny as Ioun has predicted?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party progressed to the edge of the Valley of Riddles. On the way they were ambushed by bandits and their pet hyenas. After a struggle, the party defeated the bandits. Witnessing this combat was Tiaclyes of Khawr Madi, a paladin of Bahamut. Tiaclyes invited the party to join him on his voyage north to Khawr Madi. The party declined, mentioning the importance of their traditional mission (even though it seemed to be little more than a camping trip.&lt;br /&gt;
&lt;br /&gt;
When the party reached their destination the unusual rain clouds began to pour and they took shelter under a ancient bilbao tree. Soon violent lightening struck the tree and uprooted it. The uprooted tree revealed a small natural cave beneath it and the party investigated. In the small network of caves they fought and bested the following:&lt;br /&gt;
4 stormclaw scorpions&lt;br /&gt;
3 Darkone Darklings&lt;br /&gt;
1 rat swarm&lt;br /&gt;
7 decrepit skeletons&lt;br /&gt;
1 spectre&lt;br /&gt;
&lt;br /&gt;
It turned out the caves lead to a two century old tomb of a Hobgoblin warrior.&lt;br /&gt;
After their exploration they prepared for their journey home, their quest complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party made their way back from the edge of the Valley of Riddles victorious from their camping trip turned dungeon delve. Upon returning to their home of Muk-Jaras they expected cheers for the returning champions. Instead they heard cries of anguish as they soon discovered their town was in the midst of a natural disaster.&lt;br /&gt;
&lt;br /&gt;
Flood waters rushed the small town of Muk-Jaras, and the characters leaped into action, trying to save as many of their friends and neighbors as possible. A newcomer to town, Muzaffar Nabil, also joined in the rescue attempt.&lt;br /&gt;
&lt;br /&gt;
Unfortunately even the champions of the Istilah bin Mass could not save everyone. The freak flood took the lives of many. Included in the missing citizens was one of the party’s own, Joe. To make matters worse, the Priest of Bahamut, Haddiyyah discovered the Qudssi Mass was missing from its resting place in the temple. The town feared the worst as it was assumed the flood had washed through the temple and taken the sacred stone with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abdul Ghafur asked the party to investigate the temple and search for traces of the stone. With the new member, Muzaffar, a reported rare stone expert, joining in, the group of four searched the temple of Bahamut. Soon they discovered evidence indicating the stone may have been taken beneath the temple through a drain in the floor.&lt;br /&gt;
&lt;br /&gt;
The party pursued and encountered giant deathjump spiders in the stairwell beneath the tower. Upon entering an ancient tomb they discovered several of those buried there had risen from the dead only to thwart the companions on their quest. After defeating the skeletons the party proceeded through a hole in the tomb wall, following a trail of gold coins.&lt;br /&gt;
&lt;br /&gt;
Quick thinking and quicker feet moved the party into an advantageous position in a struggle against an Ochre Jelly. They deftly avoided a cave in and pelted the ooze from range, safe from its attacks.&lt;br /&gt;
&lt;br /&gt;
Following the taunting voices in a broken common tongue the characters proceeded to discover Deego, the kobold Wyrmpriest and his retinue. Deego had the Qudssi Mass affixed to his bone mask and commanded his minions to stop the intruding party. In short time The Kobolds were dealt with and the adventurers returned to the surface, their mission a success. Or so they thought.&lt;br /&gt;
&lt;br /&gt;
Haddiyyah examined the Qudssi Mass and determined it had been broken, the magic had been drained from it. Under the suggestion of Azar, the local lore-keeper and historian of the village, Abdul Ghafur requested the party to travel to Khawr Madi. They must take the stone to Terous bin Sadyir and plead him to use his grandfather’s knowledge to repair the stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of Muk-Jaras celebrated, though with heavy hearts, as their would be saviors were about to depart for Khawr Madi on a quest to mend the Qudssi Mass. Fadwa, owner of the Two Winds inn held a grand feast and much of the town had gathered their to join in the festivities (many because they had nowhere else to go due to the flood).&lt;br /&gt;
&lt;br /&gt;
While dining and socializing, Lerissa was approached by the slave trader, Pelinore. Pelinore proposed Lerissa help him play a trick on his colleague in Khawr Madi. Lerissa was to take a small vile and slip it into Kurush’s drink. The mixture would make Kurush sick briefly and then Pelinore and Kurush could “share a laugh”. Lerissa did not trust the Eladrin and the party planned to run the slave trader out of town, assuming Pelinore had planned to poison Kurush with the intent to kill. A small altercation ensued and the characters soon handed Pelinore over to Samir, the guard captain.&lt;br /&gt;
&lt;br /&gt;
Muzaffar, meanwhile, was accosted by a very drunk Melichor. Melichor warned Muzaffar of some strange creatures lurking in the mists of the Valley of Riddles and elsewhere. These beasts seem to walk like men but “wear the cowl of the raven.” Unfortunately Melichor had little more to add to the conversation as the ale got the better of him.&lt;br /&gt;
&lt;br /&gt;
The party decided not to wait until morning and headed off for Khawr Madi that evening. After an uneventful camel ride they came to the popular half-way inn, Hagos’. Their intent was to rest up and then head out again, which would put them in Khawr Madi by the following morning. Dahr Hagos had other concerns. His children had gone missing since the flood. He pleaded with the party to investigate the other side of the Zamarra Nahr and search for his two lost boys.&lt;br /&gt;
&lt;br /&gt;
Nazzili was concerned their mission and the Qudssi Mass was more important and Muzaffar agreed, claiming if he should search for every missing child in the realm, his list of errands would become overwhelming. However, collectively the group seemed to feel there was an obligation to help Dahr Hagos and after a short rest they headed out across the river.&lt;br /&gt;
&lt;br /&gt;
Soon they tracked the children to the abandoned dwarven Thunderload Mine. It wasn’t long before the party learned of the beast Melichor had warned Muzaffar of.  Vicious, twisted abominations, the flightless raven people attacked the party fast and furious. The now seasoned heroes bested the strange beasts however and were quick to discover dwarven mines are hazardous long after their makers have left.&lt;br /&gt;
&lt;br /&gt;
Also discovered were bodies of apparent captives. The party assumed these raven people had kidnapped many travelers recently. One such traveler’s corpse wore garb completely foreign to Jadida Alam and carried a map written in a foreign script. The group spared no time to uncover the map’s significance at this point. They felt they must continue and find the missing children.&lt;br /&gt;
&lt;br /&gt;
Shortly the party spotted one of the two missing boys, held captive by the raven beasts. The monsters fled with the boy through the mines. In a heated and desperate chase on mine carts the characters caught up with the beasts and rescued the child. The boy, Eyab, said the monsters already had taken his brother and they must rescue him. Looking forward the party discovered, after the chase on eldritch enchanted mine carts, they were no longer in the mines. In fact, Muzzafar noticed a shift in the very fabric of nature and exclaimed: “We are in the Shadowfell”&lt;br /&gt;
&lt;br /&gt;
[[Image:JungleTemple.jpg]]&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:JungleTemple.jpg&amp;diff=87980</id>
		<title>File:JungleTemple.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:JungleTemple.jpg&amp;diff=87980"/>
		<updated>2008-07-28T17:34:25Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=86920</id>
		<title>Jadida Alam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam&amp;diff=86920"/>
		<updated>2008-07-15T18:04:44Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for information on the Jadida Alam Setting go to  [http://wiki.rpg.net/index.php/Jadida_Alam_overview Overview]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for a History of the last hundred years of Jadida Alam go to [http://wiki.rpg.net/index.php/Jadida_Alam_History    History]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter One&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are gathered around the town center. Around you it seems the whole of the town is waiting with their breath held in anticipation. The sand colored walls of Muk-Jaras are darkened by the unusual cloudy sky and everywhere you can sense a tension building as you wait for the ceremony to begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Priests of Ioun appear from the town hall, their maroon robes billowing in the desert wind. A hushed whisper spreads throughout the crowd as the priests climb the raised wood and mortar platform, their acolytes trailing behind them carrying a large rug rolled tightly and clasped with shining gold bands. The acolytes release the clasps and begin to roll out the rug on the platform as the senior priests take up position on either side. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whisper of the townsfolk rises in excitement as Abdul Ghafur emerges from the town hall. Today he wears his purple turban that is adorned with the golden eye of Ioun. Hanging from his neck is the golden sun of Pelor and around his waistband is the grand silver dragon-head of Bahamut. His robes too are the royal purple of his position and he leans on his staff of office, though he is young for his position and seems to be doing it just for effect. His steps are small as he approaches the platform. The townsfolk kneel as he passes and his genuine smile is a soothing tide over the masses. Abdul Ghafur climbs the steps to the platform and the priests of Ioun bow to him. The crowd too bows all around you, though you have been given orders to remain standing. The ceremony, after all, is for you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The only noise now is the incongruent wind howling around the minarets and town walls; the townsfolk, your family, friends, and neighbors are silent. Abdul Ghafur clears his throat and begins to speak. (in high pitched voice) “Citizens of Muk-Jaras, we are gathered here to celebrate our good fortune in Bahamut’s blessing! 10 decades ago Bahamut granted Lord Terous the power to stop the tide of evil at the edge of Khawr Min Sirrayya. Because of his bravery, and the blessing of Bahamut we have all survived where others have not. Lord Terous brought forth the Qudssi Mass and directed the power of Bahamut at the creatures of the abyss. The Qudssi Mass still protects us today in Bahamut’s temple.” Abdul Ghafur indicates the white temple behind Muk Jaras. “In celebration off this each decade the priests of Ioun begin the Istilah bin Mass. Ioun chooses for us those of our people who are meant to move on beyond our walls and spread the blessing that Bahamut has given us. Ioun predicts those whose destiny is set. Today is that day, and these brave souls before us now must begin their life, and their journey. As tradition states, you four will head out to the edge of the Khawr Min Sirrayya and make camp there at the resting place of the greatest evil this land has ever known. You must face whatever comes to you and prove yourselves worthy of Ioun’s blessing and Bahamut’s might. Return to us the following day and your ascension will begin. Do you four accept your destiny as Ioun has predicted?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party progressed to the edge of the Valley of Riddles. On the way they were ambushed by bandits and their pet hyenas. After a struggle, the party defeated the bandits. Witnessing this combat was Tiaclyes of Khawr Madi, a paladin of Bahamut. Tiaclyes invited the party to join him on his voyage north to Khawr Madi. The party declined, mentioning the importance of their traditional mission (even though it seemed to be little more than a camping trip.&lt;br /&gt;
&lt;br /&gt;
When the party reached their destination the unusual rain clouds began to pour and they took shelter under a ancient bilbao tree. Soon violent lightening struck the tree and uprooted it. The uprooted tree revealed a small natural cave beneath it and the party investigated. In the small network of caves they fought and bested the following:&lt;br /&gt;
4 stormclaw scorpions&lt;br /&gt;
3 Darkone Darklings&lt;br /&gt;
1 rat swarm&lt;br /&gt;
7 decrepit skeletons&lt;br /&gt;
1 spectre&lt;br /&gt;
&lt;br /&gt;
It turned out the caves lead to a two century old tomb of a Hobgoblin warrior.&lt;br /&gt;
After their exploration they prepared for their journey home, their quest complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party made their way back from the edge of the Valley of Riddles victorious from their camping trip turned dungeon delve. Upon returning to their home of Muk-Jaras they expected cheers for the returning champions. Instead they heard cries of anguish as they soon discovered their town was in the midst of a natural disaster.&lt;br /&gt;
&lt;br /&gt;
Flood waters rushed the small town of Muk-Jaras, and the characters leaped into action, trying to save as many of their friends and neighbors as possible. A newcomer to town, Muzaffar Nabil, also joined in the rescue attempt.&lt;br /&gt;
&lt;br /&gt;
Unfortunately even the champions of the Istilah bin Mass could not save everyone. The freak flood took the lives of many. Included in the missing citizens was one of the party’s own, Joe. To make matters worse, the Priest of Bahamut, Haddiyyah discovered the Qudssi Mass was missing from its resting place in the temple. The town feared the worst as it was assumed the flood had washed through the temple and taken the sacred stone with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abdul Ghafur asked the party to investigate the temple and search for traces of the stone. With the new member, Muzaffar, a reported rare stone expert, joining in, the group of four searched the temple of Bahamut. Soon they discovered evidence indicating the stone may have been taken beneath the temple through a drain in the floor.&lt;br /&gt;
&lt;br /&gt;
The party pursued and encountered giant deathjump spiders in the stairwell beneath the tower. Upon entering an ancient tomb they discovered several of those buried there had risen from the dead only to thwart the companions on their quest. After defeating the skeletons the party proceeded through a hole in the tomb wall, following a trail of gold coins.&lt;br /&gt;
&lt;br /&gt;
Quick thinking and quicker feet moved the party into an advantageous position in a struggle against an Ochre Jelly. They deftly avoided a cave in and pelted the ooze from range, safe from its attacks.&lt;br /&gt;
&lt;br /&gt;
Following the taunting voices in a broken common tongue the characters proceeded to discover Deego, the kobold Wyrmpriest and his retinue. Deego had the Qudssi Mass affixed to his bone mask and commanded his minions to stop the intruding party. In short time The Kobolds were dealt with and the adventurers returned to the surface, their mission a success. Or so they thought.&lt;br /&gt;
&lt;br /&gt;
Haddiyyah examined the Qudssi Mass and determined it had been broken, the magic had been drained from it. Under the suggestion of Azar, the local lore-keeper and historian of the village, Abdul Ghafur requested the party to travel to Khawr Madi. They must take the stone to Terous bin Sadyir and plead him to use his grandfather’s knowledge to repair the stone.&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam_RajGhurab&amp;diff=86848</id>
		<title>Jadida Alam RajGhurab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam_RajGhurab&amp;diff=86848"/>
		<updated>2008-07-14T21:20:21Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drawing of the RajGhurab to follow.&lt;br /&gt;
&lt;br /&gt;
[[Image:RajGhurab Skirmisher.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:RajGhurab Soldier.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:RajGhurab ShadowCaller.jpg]]&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:RajGhurab_ShadowCaller.jpg&amp;diff=86847</id>
		<title>File:RajGhurab ShadowCaller.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:RajGhurab_ShadowCaller.jpg&amp;diff=86847"/>
		<updated>2008-07-14T21:18:55Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam_RajGhurab&amp;diff=86846</id>
		<title>Jadida Alam RajGhurab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam_RajGhurab&amp;diff=86846"/>
		<updated>2008-07-14T21:18:23Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RajGhurab Skirmisher.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:RajGhurab Soldier.jpg]]&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:RajGhurab_Soldier.jpg&amp;diff=86845</id>
		<title>File:RajGhurab Soldier.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:RajGhurab_Soldier.jpg&amp;diff=86845"/>
		<updated>2008-07-14T21:18:02Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:RajGhurab_Skirmisher.jpg&amp;diff=86844</id>
		<title>File:RajGhurab Skirmisher.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:RajGhurab_Skirmisher.jpg&amp;diff=86844"/>
		<updated>2008-07-14T21:15:35Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam_History&amp;diff=86814</id>
		<title>Jadida Alam History</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam_History&amp;diff=86814"/>
		<updated>2008-07-14T19:09:10Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;History of Jadida Alam&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:HistoryJadidaAlam-1.gif]]&lt;br /&gt;
&lt;br /&gt;
One hundred years ago Alam was a far different place. Three great empires were locked in heated contest over the world at their feet. Today only ruins remain suggesting the once mighty nations.&lt;br /&gt;
&lt;br /&gt;
Before we look at the political parties that engaged in the War of World’s End, a careful examination of Alam’s geography should take place.&lt;br /&gt;
&lt;br /&gt;
The Majority of Alam’s surface is covered in hot sands. These sands are cradled by the hard stone of the Sinn Jabal (Impassable fangs) Mountains to the south and the east. Should you travel west it is rumored the desert will continue forever until one might travel for a day only to find himself in the same desolate place his journey began. This is known as Jabbar Badiya (the giant desert). &lt;br /&gt;
&lt;br /&gt;
To the north the sands stop at the glorious Bakhr min Abad (sea of eternity). As it’s name would suggest the sea continues north forever. Some say this is not true. Some believe the sea ends and where the waters fall the Shadowfell begins. Others believe the only way for mortals to reach the Astral Sea is by sailing north passed the end of the world. These of course are just theories. No explorers have travelled far enough and returned to tell of  lands beyond that which is known. &lt;br /&gt;
&lt;br /&gt;
Of some concern, and perhaps a hole in the cosmological logic of Alam is Dhabab Haraj (the mist forest). The Eladrin and elven kind claim Dhabab lays beyond the Jinn Jabal. The Fey wild is strong throughout this mystical wood and it is thought of as home to many of fey origin. Most Scholars believe Dhabab Haraj does not exist in the middle world however. Common logic places Dhabab Haraj in the Fey wild and the Eladrin and young elves have distorted ideas with regard to their homeland. Nonetheless Many maps will represent the forest ambiguously beyond the Sinn Jabal.&lt;br /&gt;
&lt;br /&gt;
As was stated before, Alam was divided into three nations. Here now we shall explore the three nations before the war began. Most of the wealth of Alam was held by two of the three empires, Visil and Mordon. Each occupied much of the Sinn Jabal, a range rich in minerals and gold. Nayur’s main product of worth was agriculture.  The other two empires held land that was either rock or sand, Nayur benefited from the rich soil at the mouth of the Zammara Nahr (siren river). &lt;br /&gt;
&lt;br /&gt;
[[Image:HistoryJadidaAlam-2.gif]]&lt;br /&gt;
&lt;br /&gt;
For decades, the three empires had functioned peacefully. The magi of Visil became weary of Nayur however. The bulk of Zammara Nahr ran through Visil, yet Nayur benefited from the waterway in more ways than Visil could control, or make profit from. Nayur and Mordon had long established trade, grain for goods, and the traffic of this trade was made along Zammara Nahr. The Visilian Magi ordered tariffs on any cargo sailing up or down their river.  The Senate of Nayur had been predicting such a move by Visil, though they had no alternate means of trade. Visil had both nations in an economic stranglehold. &lt;br /&gt;
&lt;br /&gt;
The dwarves of Mordon were not pleased with the arrangement and felt Visil was taking great advantage of the once peaceful trade routes.  Dwarven emissaries traveled across the vast desert to Nayur so Visil would not be aware of the alliance being formed. Nayur built a large navy (the first true military navy of Alam) and with the support of dwarven crafted cannons raided the capital city Visily from the sea. Meanwhile, Mordon ordered the construction of a damn at Yamm Kasr, effectively cutting off the flow of the Zammara Nahr to all in the Valley of Visil. With a decisive move, the economic capital of Visil and their agricultural well being was decimated.&lt;br /&gt;
&lt;br /&gt;
This victory by Nayur and Mordon was the beginning rather than the end of the war. Drying up Zammara Nahr effected more than just Visil. Eladrin from the Fey wild poured out of the mountain ranges, backed by score of their elven cousins. The natural balance had been compromised and they sought to punish the dwarves for their insolence.  The elves invaded Yamm Kasr and the Eladrin wielding massive arcane forces assaulted Marvel Keep. Mordon called in its Dragonborn allies from Dragon Peak and bolstered the defenses of Marvel Keep.&lt;br /&gt;
&lt;br /&gt;
Visil did not remain complacent as their new found allies jumped to war. They pushed calvary advances in waves from Areneal to the Halfling city of River Lock.  Their hardened calvary then pressed across the desert to Rin Bild. It was this move perhaps that sealed the fate of the old world.&lt;br /&gt;
&lt;br /&gt;
The massive cliff wall that bordered Jabbar Badiya was home to two cities; Rin Bild and Meth-ro-gon. Technically Rin Bild was within the Nayur empire. In reality, Rin Bild was a town of chaotic Teifling outcasts. They had little military might which made them a great target for Visil but what they lacked in manpower, armor and combat skill they made up in arcane mastery. Something vile was brought forth during the fight. Soon a demonic army sprung from ashes of the conflict.&lt;br /&gt;
&lt;br /&gt;
Simultaneous to this occurrence, Orc and Gnoll Armies from Meth-ro-gon saw a weakness in Dragon Peak and assaulted across the desert in never ending tides of vile anger. The strongest of the dragonborn were already at war in Marvel Keep and though Dragon Peak was not left undefended, they could not keep up with the onslaught or orc and gnoll.&lt;br /&gt;
Giants too joined in the attacks against Mordon and the capital of Dun Moros was soon besieged by the titans’ spawn.&lt;br /&gt;
The Battle for Marvel Keep was falling fast as the Dragonborn retreated to defend Dragon Peak. Suddenly Formorians from the Fey Underdark joined the fray, fighting for neither existing side, rather then annihilation of all in their path.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the elves and human allies of Visil had just about taken total control of Yamm Kasr. Steadfast dwarves held their ground and fought within the innermost walls of the massive castle city. The decision was made to abandon Marvel Keep and make way to Yamm Kasr by way of mountain tunnels. The dwarves fled the ruined Marvel Keep, leaving Eladrin and Formorian fighting to the death, unaware of their departure.&lt;br /&gt;
&lt;br /&gt;
Soon too the Eladrin would route from the mighty Formorians. As they fled they called upon magnificent arcane powers to cover their tracks. The spirits summoned and magics created would give birth to the Valley of Riddles. To this day few alive can tell of the nightmares and twisted creatures that live in the valley.&lt;br /&gt;
&lt;br /&gt;
The Visil Magi knew the battle was lost. The demon army of Rin Bild had not only beaten back the Visil invading army, but conquered and subjugated the remaining populous of the city itself. No longer aligned toward Nayur, the Rin Bild army moved with hell-spawned vigor across the desert toward Areneal. The Visil Magi called upon demon pacts of their own and soon an army of their most potent warlocks stood in defense of the last city of Visil.  Calling upon the power of the Raven Queen of the Shadowfell the dead too began to rise and fought in defense of Areneal.&lt;br /&gt;
&lt;br /&gt;
At the same time, much of Visil’s refugees had fled to two small towns, bolstering their defenses and waiting out a war showed no sign of ending. These two towns were Muk Jaras and Terous Medina.&lt;br /&gt;
&lt;br /&gt;
Nayur and its remaining city Nayyrru had been left alone in the mighty war. Visil’s original push to eradicate them stopped at Rin Bild. With the drying of the great Zammara Nahr there was little to no communication with the northern nation. To all involved in the clash of steel and magic throughout Alam, Nayur had simply vanished from the conflict.&lt;br /&gt;
&lt;br /&gt;
[[Image:HistoryJadidaAlam-3.gif]]&lt;br /&gt;
&lt;br /&gt;
Peace was the furthest from the other two nations and the non-unified attacks each faced. Mordon retreated first into their mountains and caves calling to their capital Dun Moros. Many of the centuries old caves and tunnels were collapsed in their retreat, sealing them in safety. A few noble clans of dwarves stayed behind at Yamm Kasr and there, allied with their once adversaries, the elves, they prepared for the onslaught of the Formorian giants.&lt;br /&gt;
&lt;br /&gt;
For the survivors of Dragon Peak release from their plight came at last as the horde finally dispersed against the mighty Sinn Jabal. The city was in ruin but the orcs and gnolls did not stay to make the captured husk their own.  The remaining Dragonborn set out to track down the marauders and to lend their swords to the fight against the Formorians..&lt;br /&gt;
&lt;br /&gt;
Though the dead themselves had risen to defend Areneal, the demonic tide was too great. More refugees fled to Muk Jaras and Terous Medina. Terous Medina began to come under assault from the Formorians as well. The magic of the Eladrin had prevented the mighty giants from crossing the Valley of Riddles so the aimed their spear north. Lord Terous, the founder of Terous Medina knew the peasants and wounded within the cities walls would not be able to hold off the assault of the Rin Bild Demons and the Formorions. He sent many to Muk Jaras along with ambassadors to the elves and dwarves. There would need to be a unified front to earn even the slightest chance of survival.&lt;br /&gt;
&lt;br /&gt;
Terous Medina fell to the Formorians and the Rin Bild Demons marched behind them. Dragonborn, Dwarf, elf and Human stood at the edge of the Valley of Riddles waiting for the approaching armies. Meanwhile clerics of Bahamut prayed for salvation.&lt;br /&gt;
&lt;br /&gt;
In the final hour Bahamut answered the prayers of the hopeful. Lord Terous rode to the front lines with the Qudssi Mass, a gem blessed with demon quelling powers.&lt;br /&gt;
&lt;br /&gt;
The advancing armies cowered at the sight of the gem held aloft in Lord Terous’ hands. The demons were banished to the layers of the abyss from which they came. The Formorians retreated into the Feywild and the underdark therein.  The war was over but Alam had changed. Nothing was left now but the rebuilding that would take the better part of a century to complete.&lt;br /&gt;
&lt;br /&gt;
The elves and dwarves came to an agreement first. The empire of Mordon now scattered, those in Yamm Kasr saw no reason to blockade the river Zammara Nahr and thus opened up many channels in the dam. Water flowed again. The elves and eladrin opened parts of the Feywild east of the river and grew a great forest there, the Zammara Haraj (Siren Woods). From the enchanted forest the fey could provide protection should another army of evil rise up against the people of Alam.&lt;br /&gt;
&lt;br /&gt;
The Qudssi Mass was placed in the temple at Muk Jaras. There it would remain to this day, warding off evil and offering protection to all.&lt;br /&gt;
&lt;br /&gt;
Lord Terous traveled north to the base of the Valley of Riddles. The newly flowing river created glorious waterfalls off of the cliff walls. Where these waterfalls pooled he built his new city, Khawr Madi (valley city). Lord Terous created a small governing body over Muk Jaras, Yamm Kasr and Khawr Madi, though no empire was born from the alliance of peoples.&lt;br /&gt;
&lt;br /&gt;
Khawr Madi is now ruled by the grandson of Lord Terous, Terous bin Sadyir. One hundred years after the War of World’s End a new calendar has been created by order of Terous bin Sadyir. The world is now known as Jadida Alam (New World) in reflection of the rebirth and renewed vigilance of the survivors of the great war. The Year is 12 J.A.&lt;br /&gt;
&lt;br /&gt;
[[Image:HistoryJadidaAlam-4.gif]]&lt;br /&gt;
&lt;br /&gt;
Much of what was known before is forgotten. Thus, the deserts and the ruins now belong in a vast territory known as the Forgotten Lands. Terous bin Sadyir has stricken many of the names of the previous nations rulers from the ancient texts of history. The war was due to their selfish machinations. That abyssal creatures and fey horrors were lying in wait for just such an opportunity to lay siege to the mortal world could not have been known. Nonetheless, all that should be remembered of those who started the wars is the ruins scattered throughout the desert.&lt;br /&gt;
&lt;br /&gt;
There are still some adventurous sorts who stray beyond the boundaries: many halfling clans take advantage of the flowing river and seek their home lands. As a whole, that which once was, is now darkness and mystery. It is safer left that way.&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:HistoryJadidaAlam-4.gif&amp;diff=86813</id>
		<title>File:HistoryJadidaAlam-4.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:HistoryJadidaAlam-4.gif&amp;diff=86813"/>
		<updated>2008-07-14T19:07:54Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam_History&amp;diff=86811</id>
		<title>Jadida Alam History</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam_History&amp;diff=86811"/>
		<updated>2008-07-14T19:05:49Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;History of Jadida Alam&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:HistoryJadidaAlam-1.gif]]&lt;br /&gt;
&lt;br /&gt;
One hundred years ago Alam was a far different place. Three great empires were locked in heated contest over the world at their feet. Today only ruins remain suggesting the once mighty nations.&lt;br /&gt;
&lt;br /&gt;
Before we look at the political parties that engaged in the War of World’s End, a careful examination of Alam’s geography should take place.&lt;br /&gt;
&lt;br /&gt;
The Majority of Alam’s surface is covered in hot sands. These sands are cradled by the hard stone of the Sinn Jabal (Impassable fangs) Mountains to the south and the east. Should you travel west it is rumored the desert will continue forever until one might travel for a day only to find himself in the same desolate place his journey began. This is known as Jabbar Badiya (the giant desert). &lt;br /&gt;
&lt;br /&gt;
To the north the sands stop at the glorious Bakhr min Abad (sea of eternity). As it’s name would suggest the sea continues north forever. Some say this is not true. Some believe the sea ends and where the waters fall the Shadowfell begins. Others believe the only way for mortals to reach the Astral Sea is by sailing north passed the end of the world. These of course are just theories. No explorers have travelled far enough and returned to tell of  lands beyond that which is known. &lt;br /&gt;
&lt;br /&gt;
Of some concern, and perhaps a hole in the cosmological logic of Alam is Dhabab Haraj (the mist forest). The Eladrin and elven kind claim Dhabab lays beyond the Jinn Jabal. The Fey wild is strong throughout this mystical wood and it is thought of as home to many of fey origin. Most Scholars believe Dhabab Haraj does not exist in the middle world however. Common logic places Dhabab Haraj in the Fey wild and the Eladrin and young elves have distorted ideas with regard to their homeland. Nonetheless Many maps will represent the forest ambiguously beyond the Sinn Jabal.&lt;br /&gt;
&lt;br /&gt;
As was stated before, Alam was divided into three nations. Here now we shall explore the three nations before the war began. Most of the wealth of Alam was held by two of the three empires, Visil and Mordon. Each occupied much of the Sinn Jabal, a range rich in minerals and gold. Nayur’s main product of worth was agriculture.  The other two empires held land that was either rock or sand, Nayur benefited from the rich soil at the mouth of the Zammara Nahr (siren river). &lt;br /&gt;
&lt;br /&gt;
[[Image:HistoryJadidaAlam-2.gif]]&lt;br /&gt;
&lt;br /&gt;
For decades, the three empires had functioned peacefully. The magi of Visil became weary of Nayur however. The bulk of Zammara Nahr ran through Visil, yet Nayur benefited from the waterway in more ways than Visil could control, or make profit from. Nayur and Mordon had long established trade, grain for goods, and the traffic of this trade was made along Zammara Nahr. The Visilian Magi ordered tariffs on any cargo sailing up or down their river.  The Senate of Nayur had been predicting such a move by Visil, though they had no alternate means of trade. Visil had both nations in an economic stranglehold. &lt;br /&gt;
&lt;br /&gt;
The dwarves of Mordon were not pleased with the arrangement and felt Visil was taking great advantage of the once peaceful trade routes.  Dwarven emissaries traveled across the vast desert to Nayur so Visil would not be aware of the alliance being formed. Nayur built a large navy (the first true military navy of Alam) and with the support of dwarven crafted cannons raided the capital city Visily from the sea. Meanwhile, Mordon ordered the construction of a damn at Yamm Kasr, effectively cutting off the flow of the Zammara Nahr to all in the Valley of Visil. With a decisive move, the economic capital of Visil and their agricultural well being was decimated.&lt;br /&gt;
&lt;br /&gt;
This victory by Nayur and Mordon was the beginning rather than the end of the war. Drying up Zammara Nahr effected more than just Visil. Eladrin from the Fey wild poured out of the mountain ranges, backed by score of their elven cousins. The natural balance had been compromised and they sought to punish the dwarves for their insolence.  The elves invaded Yamm Kasr and the Eladrin wielding massive arcane forces assaulted Marvel Keep. Mordon called in its Dragonborn allies from Dragon Peak and bolstered the defenses of Marvel Keep.&lt;br /&gt;
&lt;br /&gt;
Visil did not remain complacent as their new found allies jumped to war. They pushed calvary advances in waves from Areneal to the Halfling city of River Lock.  Their hardened calvary then pressed across the desert to Rin Bild. It was this move perhaps that sealed the fate of the old world.&lt;br /&gt;
&lt;br /&gt;
The massive cliff wall that bordered Jabbar Badiya was home to two cities; Rin Bild and Meth-ro-gon. Technically Rin Bild was within the Nayur empire. In reality, Rin Bild was a town of chaotic Teifling outcasts. They had little military might which made them a great target for Visil but what they lacked in manpower, armor and combat skill they made up in arcane mastery. Something vile was brought forth during the fight. Soon a demonic army sprung from ashes of the conflict.&lt;br /&gt;
&lt;br /&gt;
Simultaneous to this occurrence, Orc and Gnoll Armies from Meth-ro-gon saw a weakness in Dragon Peak and assaulted across the desert in never ending tides of vile anger. The strongest of the dragonborn were already at war in Marvel Keep and though Dragon Peak was not left undefended, they could not keep up with the onslaught or orc and gnoll.&lt;br /&gt;
Giants too joined in the attacks against Mordon and the capital of Dun Moros was soon besieged by the titans’ spawn.&lt;br /&gt;
The Battle for Marvel Keep was falling fast as the Dragonborn retreated to defend Dragon Peak. Suddenly Formorians from the Fey Underdark joined the fray, fighting for neither existing side, rather then annihilation of all in their path.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the elves and human allies of Visil had just about taken total control of Yamm Kasr. Steadfast dwarves held their ground and fought within the innermost walls of the massive castle city. The decision was made to abandon Marvel Keep and make way to Yamm Kasr by way of mountain tunnels. The dwarves fled the ruined Marvel Keep, leaving Eladrin and Formorian fighting to the death, unaware of their departure.&lt;br /&gt;
&lt;br /&gt;
Soon too the Eladrin would route from the mighty Formorians. As they fled they called upon magnificent arcane powers to cover their tracks. The spirits summoned and magics created would give birth to the Valley of Riddles. To this day few alive can tell of the nightmares and twisted creatures that live in the valley.&lt;br /&gt;
&lt;br /&gt;
The Visil Magi knew the battle was lost. The demon army of Rin Bild had not only beaten back the Visil invading army, but conquered and subjugated the remaining populous of the city itself. No longer aligned toward Nayur, the Rin Bild army moved with hell-spawned vigor across the desert toward Areneal. The Visil Magi called upon demon pacts of their own and soon an army of their most potent warlocks stood in defense of the last city of Visil.  Calling upon the power of the Raven Queen of the Shadowfell the dead too began to rise and fought in defense of Areneal.&lt;br /&gt;
&lt;br /&gt;
At the same time, much of Visil’s refugees had fled to two small towns, bolstering their defenses and waiting out a war showed no sign of ending. These two towns were Muk Jaras and Terous Medina.&lt;br /&gt;
&lt;br /&gt;
Nayur and its remaining city Nayyrru had been left alone in the mighty war. Visil’s original push to eradicate them stopped at Rin Bild. With the drying of the great Zammara Nahr there was little to no communication with the northern nation. To all involved in the clash of steel and magic throughout Alam, Nayur had simply vanished from the conflict.&lt;br /&gt;
&lt;br /&gt;
[[Image:HistoryJadidaAlam-3.gif]]&lt;br /&gt;
&lt;br /&gt;
Peace was the furthest from the other two nations and the non-unified attacks each faced. Mordon retreated first into their mountains and caves calling to their capital Dun Moros. Many of the centuries old caves and tunnels were collapsed in their retreat, sealing them in safety. A few noble clans of dwarves stayed behind at Yamm Kasr and there, allied with their once adversaries, the elves, they prepared for the onslaught of the Formorian giants.&lt;br /&gt;
&lt;br /&gt;
For the survivors of Dragon Peak release from their plight came at last as the horde finally dispersed against the mighty Sinn Jabal. The city was in ruin but the orcs and gnolls did not stay to make the captured husk their own.  The remaining Dragonborn set out to track down the marauders and to lend their swords to the fight against the Formorians..&lt;br /&gt;
&lt;br /&gt;
Though the dead themselves had risen to defend Areneal, the demonic tide was too great. More refugees fled to Muk Jaras and Terous Medina. Terous Medina began to come under assault from the Formorians as well. The magic of the Eladrin had prevented the mighty giants from crossing the Valley of Riddles so the aimed their spear north. Lord Terous, the founder of Terous Medina knew the peasants and wounded within the cities walls would not be able to hold off the assault of the Rin Bild Demons and the Formorions. He sent many to Muk Jaras along with ambassadors to the elves and dwarves. There would need to be a unified front to earn even the slightest chance of survival.&lt;br /&gt;
&lt;br /&gt;
Terous Medina fell to the Formorians and the Rin Bild Demons marched behind them. Dragonborn, Dwarf, elf and Human stood at the edge of the Valley of Riddles waiting for the approaching armies. Meanwhile clerics of Bahamut prayed for salvation.&lt;br /&gt;
&lt;br /&gt;
In the final hour Bahamut answered the prayers of the hopeful. Lord Terous rode to the front lines with the Qudssi Mass, a gem blessed with demon quelling powers.&lt;br /&gt;
&lt;br /&gt;
The advancing armies cowered at the sight of the gem held aloft in Lord Terous’ hands. The demons were banished to the layers of the abyss from which they came. The Formorians retreated into the Feywild and the underdark therein.  The war was over but Alam had changed. Nothing was left now but the rebuilding that would take the better part of a century to complete.&lt;br /&gt;
&lt;br /&gt;
The elves and dwarves came to an agreement first. The empire of Mordon now scattered, those in Yamm Kasr saw no reason to blockade the river Zammara Nahr and thus opened up many channels in the dam. Water flowed again. The elves and eladrin opened parts of the Feywild east of the river and grew a great forest there, the Zammara Haraj (Siren Woods). From the enchanted forest the fey could provide protection should another army of evil rise up against the people of Alam.&lt;br /&gt;
&lt;br /&gt;
The Qudssi Mass was placed in the temple at Muk Jaras. There it would remain to this day, warding off evil and offering protection to all.&lt;br /&gt;
&lt;br /&gt;
Lord Terous traveled north to the base of the Valley of Riddles. The newly flowing river created glorious waterfalls off of the cliff walls. Where these waterfalls pooled he built his new city, Khawr Madi (valley city). Lord Terous created a small governing body over Muk Jaras, Yamm Kasr and Khawr Madi, though no empire was born from the alliance of peoples.&lt;br /&gt;
&lt;br /&gt;
Khawr Madi is now ruled by the grandson of Lord Terous, Terous bin Sadyir. One hundred years after the War of World’s End a new calendar has been created by order of Terous bin Sadyir. The world is now known as Jadida Alam (New World) in reflection of the rebirth and renewed vigilance of the survivors of the great war. The Year is 12 J.A.&lt;br /&gt;
&lt;br /&gt;
Much of what was known before is forgotten. Thus, the deserts and the ruins now belong in a vast territory known as the Forgotten Lands. Terous bin Sadyir has stricken many of the names of the previous nations rulers from the ancient texts of history. The war was due to their selfish machinations. That abyssal creatures and fey horrors were lying in wait for just such an opportunity to lay siege to the mortal world could not have been known. Nonetheless, all that should be remembered of those who started the wars is the ruins scattered throughout the desert.&lt;br /&gt;
&lt;br /&gt;
There are still some adventurous sorts who stray beyond the boundaries: many halfling clans take advantage of the flowing river and seek their home lands. As a whole, that which once was, is now darkness and mystery. It is safer left that way.&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:HistoryJadidaAlam-3.gif&amp;diff=86808</id>
		<title>File:HistoryJadidaAlam-3.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:HistoryJadidaAlam-3.gif&amp;diff=86808"/>
		<updated>2008-07-14T19:03:54Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam_History&amp;diff=86798</id>
		<title>Jadida Alam History</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam_History&amp;diff=86798"/>
		<updated>2008-07-14T17:48:47Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;History of Jadida Alam&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:HistoryJadidaAlam-1.gif]]&lt;br /&gt;
&lt;br /&gt;
One hundred years ago Alam was a far different place. Three great empires were locked in heated contest over the world at their feet. Today only ruins remain suggesting the once mighty nations.&lt;br /&gt;
&lt;br /&gt;
Before we look at the political parties that engaged in the War of World’s End, a careful examination of Alam’s geography should take place.&lt;br /&gt;
&lt;br /&gt;
The Majority of Alam’s surface is covered in hot sands. These sands are cradled by the hard stone of the Sinn Jabal (Impassable fangs) Mountains to the south and the east. Should you travel west it is rumored the desert will continue forever until one might travel for a day only to find himself in the same desolate place his journey began. This is known as Jabbar Badiya (the giant desert). &lt;br /&gt;
&lt;br /&gt;
To the north the sands stop at the glorious Bakhr min Abad (sea of eternity). As it’s name would suggest the sea continues north forever. Some say this is not true. Some believe the sea ends and where the waters fall the Shadowfell begins. Others believe the only way for mortals to reach the Astral Sea is by sailing north passed the end of the world. These of course are just theories. No explorers have travelled far enough and returned to tell of  lands beyond that which is known. &lt;br /&gt;
&lt;br /&gt;
Of some concern, and perhaps a hole in the cosmological logic of Alam is Dhabab Haraj (the mist forest). The Eladrin and elven kind claim Dhabab lays beyond the Jinn Jabal. The Fey wild is strong throughout this mystical wood and it is thought of as home to many of fey origin. Most Scholars believe Dhabab Haraj does not exist in the middle world however. Common logic places Dhabab Haraj in the Fey wild and the Eladrin and young elves have distorted ideas with regard to their homeland. Nonetheless Many maps will represent the forest ambiguously beyond the Sinn Jabal.&lt;br /&gt;
&lt;br /&gt;
As was stated before, Alam was divided into three nations. Here now we shall explore the three nations before the war began. Most of the wealth of Alam was held by two of the three empires, Visil and Mordon. Each occupied much of the Sinn Jabal, a range rich in minerals and gold. Nayur’s main product of worth was agriculture.  The other two empires held land that was either rock or sand, Nayur benefited from the rich soil at the mouth of the Zammara Nahr (siren river). &lt;br /&gt;
&lt;br /&gt;
[[Image:HistoryJadidaAlam-2.gif]]&lt;br /&gt;
&lt;br /&gt;
For decades, the three empires had functioned peacefully. The magi of Visil became weary of Nayur however. The bulk of Zammara Nahr ran through Visil, yet Nayur benefited from the waterway in more ways than Visil could control, or make profit from. Nayur and Mordon had long established trade, grain for goods, and the traffic of this trade was made along Zammara Nahr. The Visilian Magi ordered tariffs on any cargo sailing up or down their river.  The Senate of Nayur had been predicting such a move by Visil, though they had no alternate means of trade. Visil had both nations in an economic stranglehold. &lt;br /&gt;
&lt;br /&gt;
The dwarves of Mordon were not pleased with the arrangement and felt Visil was taking great advantage of the once peaceful trade routes.  Dwarven emissaries traveled across the vast desert to Nayur so Visil would not be aware of the alliance being formed. Nayur built a large navy (the first true military navy of Alam) and with the support of dwarven crafted cannons raided the capital city Visily from the sea. Meanwhile, Mordon ordered the construction of a damn at Yamm Kasr, effectively cutting off the flow of the Zammara Nahr to all in the Valley of Visil. With a decisive move, the economic capital of Visil and their agricultural well being was decimated.&lt;br /&gt;
&lt;br /&gt;
This victory by Nayur and Mordon was the beginning rather than the end of the war. Drying up Zammara Nahr effected more than just Visil. Eladrin from the Fey wild poured out of the mountain ranges, backed by score of their elven cousins. The natural balance had been compromised and they sought to punish the dwarves for their insolence.  The elves invaded Yamm Kasr and the Eladrin wielding massive arcane forces assaulted Marvel Keep. Mordon called in its Dragonborn allies from Dragon Peak and bolstered the defenses of Marvel Keep.&lt;br /&gt;
&lt;br /&gt;
Visil did not remain complacent as their new found allies jumped to war. They pushed calvary advances in waves from Areneal to the Halfling city of River Lock.  Their hardened calvary then pressed across the desert to Rin Bild. It was this move perhaps that sealed the fate of the old world.&lt;br /&gt;
&lt;br /&gt;
The massive cliff wall that bordered Jabbar Badiya was home to two cities; Rin Bild and Meth-ro-gon. Technically Rin Bild was within the Nayur empire. In reality, Rin Bild was a town of chaotic Teifling outcasts. They had little military might which made them a great target for Visil but what they lacked in manpower, armor and combat skill they made up in arcane mastery. Something vile was brought forth during the fight. Soon a demonic army sprung from ashes of the conflict.&lt;br /&gt;
Simultaneous to this occurrence, Orc and Gnoll Armies from Meth-ro-gon saw a weakness in Dragon Peak and assaulted across the desert in never ending tides of vile anger. The strongest of the dragonborn were already at war in Marvel Keep and though Dragon Peak was not left undefended, they could not keep up with the onslaught or orc and gnoll.&lt;br /&gt;
Giants too joined in the attacks against Mordon and the capital of Dun Moros was soon besieged by the titans’ spawn.&lt;br /&gt;
The Battle for Marvel Keep was falling fast as the Dragonborn retreated to defend Dragon Peak. Suddenly Formorians from the Fey Underdark joined the fray, fighting for neither existing side, rather then annihilation of all in their path.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the elves and human allies of Visil had just about taken total control of Yamm Kasr. Steadfast dwarves held their ground and fought within the innermost walls of the massive castle city. The decision was made to abandon Marvel Keep and make way to Yamm Kasr by way of mountain tunnels. The dwarves fled the ruined Marvel Keep, leaving Eladrin and Formorian fighting to the death, unaware of their departure.&lt;br /&gt;
&lt;br /&gt;
Soon too the Eladrin would route from the mighty Formorians. As they fled they called upon magnificent arcane powers to cover their tracks. The spirits summoned and magics created would give birth to the Valley of Riddles. To this day few alive can tell of the nightmares and twisted creatures that live in the valley.&lt;br /&gt;
&lt;br /&gt;
The Visil Magi knew the battle was lost. The demon army of Rin Bild had not only beaten back the Visil invading army, but conquered and subjugated the remaining populous of the city itself. No longer aligned toward Nayur, the Rin Bild army moved with hell-spawned vigor across the desert toward Areneal. The Visil Magi called upon demon pacts of their own and soon an army of their most potent warlocks stood in defense of the last city of Visil.  Calling upon the power of the Raven Queen of the Shadowfell the dead too began to rise and fought in defense of Areneal.&lt;br /&gt;
&lt;br /&gt;
At the same time, much of Visil’s refugees had fled to two small towns, bolstering their defenses and waiting out a war showed no sign of ending. These two towns were Muk Jaras and Terous Medina.&lt;br /&gt;
&lt;br /&gt;
Nayur and its remaining city Nayyrru had been left alone in the mighty war. Visil’s original push to eradicate them stopped at Rin Bild. With the drying of the great Zammara Nahr there was little to no communication with the northern nation. To all involved in the clash of steel and magic throughout Alam, Nayur had simply vanished from the conflict.&lt;br /&gt;
Peace was the furthest from the other two nations and the non-unified attacks each faced. Mordon retreated first into their mountains and caves calling to their capital Dun Moros. Many of the centuries old caves and tunnels were collapsed in their retreat, sealing them in safety. A few noble clans of dwarves stayed behind at Yamm Kasr and there, allied with their once adversaries, the elves, they prepared for the onslaught of the Formorian giants.&lt;br /&gt;
&lt;br /&gt;
For the survivors of Dragon Peak release from their plight came at last as the horde finally dispersed against the mighty Sinn Jabal. The city was in ruin but the orcs and gnolls did not stay to make the captured husk their own.  The remaining Dragonborn set out to track down the marauders and to lend their swords to the fight against the Formorians..&lt;br /&gt;
&lt;br /&gt;
Though the dead themselves had risen to defend Areneal, the demonic tide was too great. More refugees fled to Muk Jaras and Terous Medina. Terous Medina began to come under assault from the Formorians as well. The magic of the Eladrin had prevented the mighty giants from crossing the Valley of Riddles so the aimed their spear north. Lord Terous, the founder of Terous Medina knew the peasants and wounded within the cities walls would not be able to hold off the assault of the Rin Bild Demons and the Formorions. He sent many to Muk Jaras along with ambassadors to the elves and dwarves. There would need to be a unified front to earn even the slightest chance of survival.&lt;br /&gt;
&lt;br /&gt;
Terous Medina fell to the Formorians and the Rin Bild Demons marched behind them. Dragonborn, Dwarf, elf and Human stood at the edge of the Valley of Riddles waiting for the approaching armies. Meanwhile clerics of Bahamut prayed for salvation.&lt;br /&gt;
&lt;br /&gt;
In the final hour Bahamut answered the prayers of the hopeful. Lord Terous rode to the front lines with the Qudssi Mass, a gem blessed with demon quelling powers.&lt;br /&gt;
&lt;br /&gt;
The advancing armies cowered at the sight of the gem held aloft in Lord Terous’ hands. The demons were banished to the layers of the abyss from which they came. The Formorians retreated into the Feywild and the underdark therein.  The war was over but Alam had changed. Nothing was left now but the rebuilding that would take the better part of a century to complete.&lt;br /&gt;
&lt;br /&gt;
The elves and dwarves came to an agreement first. The empire of Mordon now scattered, those in Yamm Kasr saw no reason to blockade the river Zammara Nahr and thus opened up many channels in the dam. Water flowed again. The elves and eladrin opened parts of the Feywild east of the river and grew a great forest there, the Zammara Haraj (Siren Woods). From the enchanted forest the fey could provide protection should another army of evil rise up against the people of Alam.&lt;br /&gt;
&lt;br /&gt;
The Qudssi Mass was placed in the temple at Muk Jaras. There it would remain to this day, warding off evil and offering protection to all.&lt;br /&gt;
&lt;br /&gt;
Lord Terous traveled north to the base of the Valley of Riddles. The newly flowing river created glorious waterfalls off of the cliff walls. Where these waterfalls pooled he built his new city, Khawr Madi (valley city). Lord Terous created a small governing body over Muk Jaras, Yamm Kasr and Khawr Madi, though no empire was born from the alliance of peoples.&lt;br /&gt;
&lt;br /&gt;
Khawr Madi is now ruled by the grandson of Lord Terous, Terous bin Sadyir. One hundred years after the War of World’s End a new calendar has been created by order of Terous bin Sadyir. The world is now known as Jadida Alam (New World) in reflection of the rebirth and renewed vigilance of the survivors of the great war. The Year is 12 J.A.&lt;br /&gt;
&lt;br /&gt;
Much of what was known before is forgotten. Thus, the deserts and the ruins now belong in a vast territory known as the Forgotten Lands. Terous bin Sadyir has stricken many of the names of the previous nations rulers from the ancient texts of history. The war was due to their selfish machinations. That abyssal creatures and fey horrors were lying in wait for just such an opportunity to lay siege to the mortal world could not have been known. Nonetheless, all that should be remembered of those who started the wars is the ruins scattered throughout the desert.&lt;br /&gt;
&lt;br /&gt;
There are still some adventurous sorts who stray beyond the boundaries: many halfling clans take advantage of the flowing river and seek their home lands. As a whole, that which once was, is now darkness and mystery. It is safer left that way.&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:HistoryJadidaAlam-2.gif&amp;diff=86797</id>
		<title>File:HistoryJadidaAlam-2.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:HistoryJadidaAlam-2.gif&amp;diff=86797"/>
		<updated>2008-07-14T17:47:54Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jadida_Alam_History&amp;diff=86796</id>
		<title>Jadida Alam History</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jadida_Alam_History&amp;diff=86796"/>
		<updated>2008-07-14T17:36:20Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;History of Jadida Alam&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:HistoryJadidaAlam-1.gif]]&lt;br /&gt;
&lt;br /&gt;
One hundred years ago Alam was a far different place. Three great empires were locked in heated contest over the world at their feet. Today only ruins remain suggesting the once mighty nations.&lt;br /&gt;
&lt;br /&gt;
Before we look at the political parties that engaged in the War of World’s End, a careful examination of Alam’s geography should take place.&lt;br /&gt;
&lt;br /&gt;
The Majority of Alam’s surface is covered in hot sands. These sands are cradled by the hard stone of the Sinn Jabal (Impassable fangs) Mountains to the south and the east. Should you travel west it is rumored the desert will continue forever until one might travel for a day only to find himself in the same desolate place his journey began. This is known as Jabbar Badiya (the giant desert). &lt;br /&gt;
&lt;br /&gt;
To the north the sands stop at the glorious Bakhr min Abad (sea of eternity). As it’s name would suggest the sea continues north forever. Some say this is not true. Some believe the sea ends and where the waters fall the Shadowfell begins. Others believe the only way for mortals to reach the Astral Sea is by sailing north passed the end of the world. These of course are just theories. No explorers have travelled far enough and returned to tell of  lands beyond that which is known. &lt;br /&gt;
&lt;br /&gt;
Of some concern, and perhaps a hole in the cosmological logic of Alam is Dhabab Haraj (the mist forest). The Eladrin and elven kind claim Dhabab lays beyond the Jinn Jabal. The Fey wild is strong throughout this mystical wood and it is thought of as home to many of fey origin. Most Scholars believe Dhabab Haraj does not exist in the middle world however. Common logic places Dhabab Haraj in the Fey wild and the Eladrin and young elves have distorted ideas with regard to their homeland. Nonetheless Many maps will represent the forest ambiguously beyond the Sinn Jabal.&lt;br /&gt;
&lt;br /&gt;
As was stated before, Alam was divided into three nations. Here now we shall explore the three nations before the war began. Most of the wealth of Alam was held by two of the three empires, Visil and Mordon. Each occupied much of the Sinn Jabal, a range rich in minerals and gold. Nayur’s main product of worth was agriculture.  The other two empires held land that was either rock or sand, Nayur benefited from the rich soil at the mouth of the Zammara Nahr (siren river). &lt;br /&gt;
&lt;br /&gt;
For decades, the three empires had functioned peacefully. The magi of Visil became weary of Nayur however. The bulk of Zammara Nahr ran through Visil, yet Nayur benefited from the waterway in more ways than Visil could control, or make profit from. Nayur and Mordon had long established trade, grain for goods, and the traffic of this trade was made along Zammara Nahr. The Visilian Magi ordered tariffs on any cargo sailing up or down their river.  The Senate of Nayur had been predicting such a move by Visil, though they had no alternate means of trade. Visil had both nations in an economic stranglehold. &lt;br /&gt;
&lt;br /&gt;
The dwarves of Mordon were not pleased with the arrangement and felt Visil was taking great advantage of the once peaceful trade routes.  Dwarven emissaries traveled across the vast desert to Nayur so Visil would not be aware of the alliance being formed. Nayur built a large navy (the first true military navy of Alam) and with the support of dwarven crafted cannons raided the capital city Visily from the sea. Meanwhile, Mordon ordered the construction of a damn at Yamm Kasr, effectively cutting off the flow of the Zammara Nahr to all in the Valley of Visil. With a decisive move, the economic capital of Visil and their agricultural well being was decimated.&lt;br /&gt;
&lt;br /&gt;
This victory by Nayur and Mordon was the beginning rather than the end of the war. Drying up Zammara Nahr effected more than just Visil. Eladrin from the Fey wild poured out of the mountain ranges, backed by score of their elven cousins. The natural balance had been compromised and they sought to punish the dwarves for their insolence.  The elves invaded Yamm Kasr and the Eladrin wielding massive arcane forces assaulted Marvel Keep. Mordon called in its Dragonborn allies from Dragon Peak and bolstered the defenses of Marvel Keep.&lt;br /&gt;
&lt;br /&gt;
Visil did not remain complacent as their new found allies jumped to war. They pushed calvary advances in waves from Areneal to the Halfling city of River Lock.  Their hardened calvary then pressed across the desert to Rin Bild. It was this move perhaps that sealed the fate of the old world.&lt;br /&gt;
&lt;br /&gt;
The massive cliff wall that bordered Jabbar Badiya was home to two cities; Rin Bild and Meth-ro-gon. Technically Rin Bild was within the Nayur empire. In reality, Rin Bild was a town of chaotic Teifling outcasts. They had little military might which made them a great target for Visil but what they lacked in manpower, armor and combat skill they made up in arcane mastery. Something vile was brought forth during the fight. Soon a demonic army sprung from ashes of the conflict.&lt;br /&gt;
Simultaneous to this occurrence, Orc and Gnoll Armies from Meth-ro-gon saw a weakness in Dragon Peak and assaulted across the desert in never ending tides of vile anger. The strongest of the dragonborn were already at war in Marvel Keep and though Dragon Peak was not left undefended, they could not keep up with the onslaught or orc and gnoll.&lt;br /&gt;
Giants too joined in the attacks against Mordon and the capital of Dun Moros was soon besieged by the titans’ spawn.&lt;br /&gt;
The Battle for Marvel Keep was falling fast as the Dragonborn retreated to defend Dragon Peak. Suddenly Formorians from the Fey Underdark joined the fray, fighting for neither existing side, rather then annihilation of all in their path.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the elves and human allies of Visil had just about taken total control of Yamm Kasr. Steadfast dwarves held their ground and fought within the innermost walls of the massive castle city. The decision was made to abandon Marvel Keep and make way to Yamm Kasr by way of mountain tunnels. The dwarves fled the ruined Marvel Keep, leaving Eladrin and Formorian fighting to the death, unaware of their departure.&lt;br /&gt;
&lt;br /&gt;
Soon too the Eladrin would route from the mighty Formorians. As they fled they called upon magnificent arcane powers to cover their tracks. The spirits summoned and magics created would give birth to the Valley of Riddles. To this day few alive can tell of the nightmares and twisted creatures that live in the valley.&lt;br /&gt;
&lt;br /&gt;
The Visil Magi knew the battle was lost. The demon army of Rin Bild had not only beaten back the Visil invading army, but conquered and subjugated the remaining populous of the city itself. No longer aligned toward Nayur, the Rin Bild army moved with hell-spawned vigor across the desert toward Areneal. The Visil Magi called upon demon pacts of their own and soon an army of their most potent warlocks stood in defense of the last city of Visil.  Calling upon the power of the Raven Queen of the Shadowfell the dead too began to rise and fought in defense of Areneal.&lt;br /&gt;
&lt;br /&gt;
At the same time, much of Visil’s refugees had fled to two small towns, bolstering their defenses and waiting out a war showed no sign of ending. These two towns were Muk Jaras and Terous Medina.&lt;br /&gt;
&lt;br /&gt;
Nayur and its remaining city Nayyrru had been left alone in the mighty war. Visil’s original push to eradicate them stopped at Rin Bild. With the drying of the great Zammara Nahr there was little to no communication with the northern nation. To all involved in the clash of steel and magic throughout Alam, Nayur had simply vanished from the conflict.&lt;br /&gt;
Peace was the furthest from the other two nations and the non-unified attacks each faced. Mordon retreated first into their mountains and caves calling to their capital Dun Moros. Many of the centuries old caves and tunnels were collapsed in their retreat, sealing them in safety. A few noble clans of dwarves stayed behind at Yamm Kasr and there, allied with their once adversaries, the elves, they prepared for the onslaught of the Formorian giants.&lt;br /&gt;
&lt;br /&gt;
For the survivors of Dragon Peak release from their plight came at last as the horde finally dispersed against the mighty Sinn Jabal. The city was in ruin but the orcs and gnolls did not stay to make the captured husk their own.  The remaining Dragonborn set out to track down the marauders and to lend their swords to the fight against the Formorians..&lt;br /&gt;
&lt;br /&gt;
Though the dead themselves had risen to defend Areneal, the demonic tide was too great. More refugees fled to Muk Jaras and Terous Medina. Terous Medina began to come under assault from the Formorians as well. The magic of the Eladrin had prevented the mighty giants from crossing the Valley of Riddles so the aimed their spear north. Lord Terous, the founder of Terous Medina knew the peasants and wounded within the cities walls would not be able to hold off the assault of the Rin Bild Demons and the Formorions. He sent many to Muk Jaras along with ambassadors to the elves and dwarves. There would need to be a unified front to earn even the slightest chance of survival.&lt;br /&gt;
&lt;br /&gt;
Terous Medina fell to the Formorians and the Rin Bild Demons marched behind them. Dragonborn, Dwarf, elf and Human stood at the edge of the Valley of Riddles waiting for the approaching armies. Meanwhile clerics of Bahamut prayed for salvation.&lt;br /&gt;
&lt;br /&gt;
In the final hour Bahamut answered the prayers of the hopeful. Lord Terous rode to the front lines with the Qudssi Mass, a gem blessed with demon quelling powers.&lt;br /&gt;
&lt;br /&gt;
The advancing armies cowered at the sight of the gem held aloft in Lord Terous’ hands. The demons were banished to the layers of the abyss from which they came. The Formorians retreated into the Feywild and the underdark therein.  The war was over but Alam had changed. Nothing was left now but the rebuilding that would take the better part of a century to complete.&lt;br /&gt;
&lt;br /&gt;
The elves and dwarves came to an agreement first. The empire of Mordon now scattered, those in Yamm Kasr saw no reason to blockade the river Zammara Nahr and thus opened up many channels in the dam. Water flowed again. The elves and eladrin opened parts of the Feywild east of the river and grew a great forest there, the Zammara Haraj (Siren Woods). From the enchanted forest the fey could provide protection should another army of evil rise up against the people of Alam.&lt;br /&gt;
&lt;br /&gt;
The Qudssi Mass was placed in the temple at Muk Jaras. There it would remain to this day, warding off evil and offering protection to all.&lt;br /&gt;
&lt;br /&gt;
Lord Terous traveled north to the base of the Valley of Riddles. The newly flowing river created glorious waterfalls off of the cliff walls. Where these waterfalls pooled he built his new city, Khawr Madi (valley city). Lord Terous created a small governing body over Muk Jaras, Yamm Kasr and Khawr Madi, though no empire was born from the alliance of peoples.&lt;br /&gt;
&lt;br /&gt;
Khawr Madi is now ruled by the grandson of Lord Terous, Terous bin Sadyir. One hundred years after the War of World’s End a new calendar has been created by order of Terous bin Sadyir. The world is now known as Jadida Alam (New World) in reflection of the rebirth and renewed vigilance of the survivors of the great war. The Year is 12 J.A.&lt;br /&gt;
&lt;br /&gt;
Much of what was known before is forgotten. Thus, the deserts and the ruins now belong in a vast territory known as the Forgotten Lands. Terous bin Sadyir has stricken many of the names of the previous nations rulers from the ancient texts of history. The war was due to their selfish machinations. That abyssal creatures and fey horrors were lying in wait for just such an opportunity to lay siege to the mortal world could not have been known. Nonetheless, all that should be remembered of those who started the wars is the ruins scattered throughout the desert.&lt;br /&gt;
&lt;br /&gt;
There are still some adventurous sorts who stray beyond the boundaries: many halfling clans take advantage of the flowing river and seek their home lands. As a whole, that which once was, is now darkness and mystery. It is safer left that way.&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:HistoryJadidaAlam-1.gif&amp;diff=86795</id>
		<title>File:HistoryJadidaAlam-1.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:HistoryJadidaAlam-1.gif&amp;diff=86795"/>
		<updated>2008-07-14T17:34:30Z</updated>

		<summary type="html">&lt;p&gt;JadidaAlam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JadidaAlam</name></author>
	</entry>
</feed>