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Many-Towered,
Glittering
Capital of Turan
Yezdigerd, king of Turan, was the mightiest monarch in the world. In his palace Vincent N. Darlage
in the great port city of Aghrapur was heaped the plunder of empires. His fleets of later moved to the Grand Palace, so the Eskihazne
purple-sailed war galleys had made Vilayet an Hyrkanian lake. The dark-skinned Istihkam is now an imposing prison for diplomats,
people of Zamora paid him tribute, as did the eastern provinces of Koth. The ambassadors and political prisoners. Yangin Ikuli
is a massive tower measuring well over 264 feet
Shemites bowed to his rule as far west as Shushan. His armies ravaged the borders
tall, with four floors and is used to keep an eye on
of Stygia in the south and the snowy lands of the Hyperboreans in the north. His the city for fires or other alarming situations.
riders bore torch and sword westward into Brythunia and Ophir and Corinthia,
even to the borders of Nemedia. His gilt-helmeted swordsmen had trampled hosts Approximately 1,600 soldiers (700 archers and
under their horses’ hoofs, and walled cities went up in flames at his command. 900 cavalrymen) work on a full-time basis but
8,000 conscripted soldiers can be brought to bear
Robert E. Howard, The Devil in Iron
in a few short hours if needed. The cavalrymen
A
are separated into three main groups: the Spahis,
ghrapur is the many-towered, glittering Government: Sultanate/Caliphate who are the elite cavalry (equivalent to a knight
capital of Turan, a massive seaport Income for the King: 4,000,000 silver coins per in many respects), the raiders, who are scouts and
on the Vilayet, probably the largest year advance terrorists (sent ahead to scout and pillage),
and most glorious of all cities of this age, the Religion: Tarim, Erlik and other Hyrkanian gods and the mounted archers, who travel fast and light
epitome of the opulent East. Aghrapur is the Imports: Trade Goods (they fight along the flanks, harrying the enemy).
most populous city west of the Vilayet, home to Exports: Trade Goods, especially carpets Aghrapur also maintains an additional allotment
160,000 people. No city of the world is more Code of Honour: Civilised of 1,600 mercenary soldiers. In addition,
luxurious. Originally a Zamorian city before the Aghrapur always has at least three war ships in its
Hyrkanians came, Aghrapur is now a glittering Fortifications and harbour with full crews of marines. Aghrapur can
Turanian city of haggling merchants creating a din also recall troops from all over Turan if necessary
of barter, slant-eyed wenches brazenly posturing, Military Strength (and if time allows). These numbers do not
canopied litters bearing wealthy, discreetly veiled Aghrapur is a walled city with many fortresses.
include the 500-man Imperial Guard stationed at
princesses and conquering slavers presenting nude The Bakire Ikuli, known as the Maiden’s Tower, is
whichever palace the king is occupying.
slave-girls on the block. a tall stone tower which serves both as prison and
lighthouse. Many horrible legends are whispered
Population: 160,000 (79% Turanian/Hyrkanian, about this black tower in the coffeehouses and Culture
9% Zamorian, 5% Hyborian, 3% Vendhyan, 2% bazaars of Aghrapur. The Siyah Istihkam is a The Turanian Way: Turanians believe their
Khitan, 1% Black Kingdom, 1% Other) fortress built by Zamorians in only four months in civilisation is superior and that only by doing
Size: Metropolis (853 acres of land) response to an ancient siege when the Hyrkanians things their way can one advance in society.
Average Population Density: 188 adults per acre conquered the city. Kurtbeyaz Ikuli is a tall tower They teach particular protocols to be practised
Average Number of Structures: 64 buildings per (slightly over 170 feet tall) that is used to survey in court, in the baths, in the street and in almost
acre (approx. 54,288 buildings total) the Harbour and to detect fires in the city. The every aspect of their lives. Most Turanians have
Wealth Limit: 1,000,000 silver coins Eskihazne Istihkam is a seven-towered castle that a civilised Code of Honour to reflect this trust in
Ready Cash: 8,000,000,000 silver coins once housed the royal treasury. The treasury was their civilisation and their protocols.
Clothing (male): Turanian males are typically
bearded; wear turbans, kaftans, sashes and loose-
fitting trousers suited for horse riding. The
warriors wear gold-spired helmets, white silk shirts,
sleeveless mail, baggy trousers and tiger-skin cloaks.
A kaftan is a robe that reaches to the ankles,
buttoned in the front and is secured with a sash.
Women: As for women, most of them Slaves: The Turanians are only allowed to keep
remain close to her house regardless of slaves if that slave does not believe in the Turanian
her stature in the society, where she either theology. If a slave converts to worshipping the
performs household chores or supervises Living Tarim, for example, he may no longer be
those who do the chores. Women do get kept as a slave (although he can become a paid
out on special occasions, and also to do servant). The Turanians are not generally fools,
the household shopping, to visit relatives however, so giving lip service to their gods does
and neighbours, to visit cemeteries or to not help one escape from slavery.
bathe in the public baths. Women are free
Administration and The Viziers: Led by the Grand Vizier, the viziers Religious Leaders: The leaders of the Living
are the closest advisors to the king. The Grand Tarim, Erlik and other religions often ply for the
Power Centres Vizier leads the Imperial Council, which is king’s attentions, especially in his role as Caliph.
There are many political factions vying for comprised by the viziers, their kahye, important Many of these religious leaders are actually spies
dominance in this Hyrkanian city. Promotion is gazi and a a and selected nazir. for the Black Circle in Vendhya.
through merit and nepotism is frowned upon as
The Kahye: The Kahye are the advisors to the
inefficient and corrupt.
viziers and are the basis for nobility in Turan. Layout of
Ruler: King Yezdigerd took over the throne
from his father, Yildiz and now reigns as sultan Administrative Nazir: The administrators Aghrapur
of Aghrapur, the nazir, are slaves that various Located on the Ilbars River and at the eastern
and caliph over the Turanian Empire. As Sultan,
rulers have appointed as magistrates, officials terminus of the Road of Kings, Aghrapur is the
the king has authority over secular matters and
and administrators of the Empire. They control primary trading city of Turan. Caravan routes
as Caliph, the king has authority over spiritual
the ministries and are an important part of the enter the city from the north, the west and the
matters. He wields absolute power. He is
bureaucracy. King Yildiz’s grandfather instituted south. Shipping routes head toward the east.
expected to spy upon his courts, his viziers, and
this practice in order to weaken the nobles and to Filled with monuments, palaces, statues, temples
on every governmental office and officer. He is
provide an alternative voice in Imperial politics. and fountains, Aghrapur is a beautiful city,
expected to travel in disguise to see how things
King Yezdigerd continues this practice, playing the displaying the wealth of many kingdoms. Domed
really are if he doubts the word he receives from
governmental administrators off the nobles and temples, white zikkurats, people with turbans and
his advisors.
vice versa as needed to achieve his own ends. spired helms chased with gold, wearing flowing
robes of silk and satin, tall minarets and arabesque
The Harem: The harem are the concubines spires that gleam in the sunlight like small suns are
of the sultan and his favoured concubines but a hint of the splendour a visitor experiences.
have his ear and can often manage political
clout. Yezdigerd’s mother rules the Harem For most construction, the Turanians generally
and has a powerful presence in court. use brick and wood; however, their greatest works
use dressed stone. Turanians make a lot of use
Military Officers: The military elite, out of stalactite vaulting and minarets. The inner
including the gazi (those who have been and outer walls are decorated in a material made
decorated for valour) and the a�a (those who by mixing marble, powder, lime and plaster. In
lead the mercenary forces), also advise King addition, mosaics and domes include exotic
Yezdigerd. They are responsible for planning materials such as coloured stone, fancy woods,
out the practical matters of any given conflict gold and mother-of-pearl. Their monumental
or war, such as feeding the troops (Turanian buildings (generally temples, caravansaries, tombs
soldiers are not allowed to take food from and palaces) are elegantly simple and harmoniously
peasants) and movement routes. proportioned. An imposing central dome dominates
these monumental buildings. Descending half
Foreign Ambassadors: Foreign ambassadors domes, vaults and ascending buttresses aesthetically
surround the king like a flock of hens, always lead the viewer’s eye up and down the building.
begging for favours and attention, promising Monumental buildings are framed with slender
him whatever is needed to secure good will. minarets of brick. These monumental buildings
are always surrounded by open courts to keep the
monument from being devoured and obscured by
the surrounding city sprawl.
Early Turanian designs are severely plain with Su’barindir (The Harbour): The harbour of bazaar and so on. There is a huge gold and silver
elaborate decorations only around doorways. Aghrapur is one of the great ports of the world. district in this part of the city. The haggling here
Later designs are more elaborately decorated all Su’barindir has its own suq, craftsman ward, gate is sharply intense.
over. Turanian buildings are logical and clear in ward, slum area and even a small sliver of palaces
design, and each part of a building is considered built overlooking the Vilayet. The harbour is Den Farkli: Den Farkli is on the northern side of
relative to the whole building. There is nothing a Class 4 dock (see Pirate Isles) and can handle the city and has its own beautiful harbour (with
unnecessary in a Turanian building, largely multiple gargantuan ship hulls. The docks have Class 3 docks as defined in Pirate Isles) and its
because Turanian architects receive their training an elaborate network of stone pylons driven into own wall. This is a financial district mostly, where
as military engineers. the sea floor along with riverside and harbour merchants live and store merchandise. It has its
access. Any size ship can be dry-docked here and own bazaars and suqs where merchants deal with
Districts of Aghrapur is the only Class 4 dock on the Vilayet. Members other merchants and buying is done in bulk (most
of the Red Brotherhood (or any other non-naval sales are done in cargoes, as defined in Pirate Isles).
craft) must make a Diplomacy check (DC 25) to The Ticaret Gemisi Palace is located here, the
In the glutted slave markets of gain access to the port (one attempt may be made palace of an ancient merchant-king. That palace
Aghrapur, Sultanapur, Khawarizm, per month, and one cannot take 10 or 20 with the is now owned by a retired naval commander who
Shahpur, and Khorusun, women were check) according to rules published in Pirate Isles. received the property as a grant by the Sultan for
sold for three small silver coins – blond meritorious service. Den Farkli is also the primary
Brythunians, tawny Stygians, dark- • The Bakire Ikuli, known as the Sorrowful entertainment district for the mercenary forces of
Tower, is a tall stone tower which serves both Aghrapur. A powerful Khitan sword-master also
haired Zamorians, ebon Kushites, olive- as prison and lighthouse. retains a school in this district. Another school is
skinned Shemites. maintained by a small group of Nemedian scholars
Robert E. Howard, The Devil in Iron • Kurtbeyaz Ikuli is a tall tower (slightly over studying the history of the area. Many merchants
170 feet tall) that is used to survey the apprentice younger merchants here, and teach
Aghrapur is segregated into sprawling wards and Harbour and to detect fires in the city. Turanian children how to read, write and perform
districts to separate the city into manageable social
units and neighbourhoods. People in these wards The Suq (Market District):
and districts know each other, vouch for each other, The suq of Aghrapur is a
celebrate with each other and work with each other. central structure in the city.
People native to a particular ward with Knowledge Although most of Aghrapur’s
(local) of at least one rank know everyone else neighbourhoods have their
in the ward, so Reputation bonuses always apply own small suqs, this main
when a character is in his home ward and dealing suq is the commercial draw
with other natives of that same ward. Most ward for most visitors to the city.
or district information is based on the acre, which The Suq is a huge market
is 43,560 square feet or a roughly 210-foot by area underneath a massive
210-foot square. Also given is a statistic on how collection of domes, columns
many structures are in each district. Structures can and minarets. Most of the
include pavilions, stalls, barns, sheds, houses, wells, markets of similar natures are
fountains, temples, civic buildings, coffee shops, kept together on common
barracks, cemeteries, cisterns, coliseums, corrals, squares, forming little
granaries, inns, libraries, mills, offices, plazas, shops, markets within the larger
stables, taverns, tenements, theatres, warehouses bazaar district. Thus there
and workshops. is a slave bazaar, a livestock
simple mathematics. marble floor and enough lamps and candles to
Most of the foreign rival the sun. Imperial guards, resplendent in
embassies are located in scarlet cloaks and white turbans mounted with
Den Farkli, as are most peacock feathers, stand ever at the ready to protect
of the taverns. Over 12 the grand sultan of the Empire.
thousand people live in
this district. Nahopluk: Nahopluk has a smoky odour caused
by the many kilns, foundries and odorous
• The Eskihazne industries here; most of this district is located
Istihkam is a seven- in a low-lying area of Aghrapur, keeping most
towered castle that of the smell in its walls. Eight thousand people
once housed the royal work the tanneries and forges, creating weapons
treasury. The treasury and other metallic tools. This area is noted for
was later moved to the the Silah Suq, a labyrinthine market of covered
Grand Palace, so the streets, domed towers and enclosed halls. Here
Eskihazne Istihkam is now weapons from all over the world are sold and the
an imposing prison for produce of Nahopluk is offered at bargain prices.
diplomats, ambassadors This suq is also where many illicit deals can be
and political prisoners. made, if one can find the most notorious of its
shadowed streets. The two gates of Nahopluk
The Grand Palace: The feature large open-air bazaars where leather goods
grand palace of the sultan, and sturdy clothing are sold, along with more
King Yezdigerd, is built general Turanian goods needed in the district. The
on a crag overlooking Jajau and Chambal rivers (more like streams) run
the Vilayet Sea and through this district, draining into the Ilbars.
is probably the most
magnificent palace • Tantpur Castle: Originally an outpost
to ever be built since built by the Hyrkanians when Aghrapur was
the Cataclysm sank first captured, it now serves as a garrison for
Atlantis. Endless rooms, soldiers assigned to protect Nahopluk.
perfumed gardens, gold-
worked doors, Vendhyan Zenanapur: Zenanapur district is mostly geared
tapestries, Iranistani toward trading with the hillmen of the Misty
rugs and, of course, the Mountains and includes many bazaars, temples
legendary throne room of and suqs for this purpose. Also, a lot of foreigners
the King of the Empire of settle here, and the area is a slum close to the walls
Turan. This vast chamber of Su’Barindir, straggling out to small shanties
with fifty-foot tall doors toward the rising foothills. Zenana slopes upward
worked in glorious gold, away from Su’Barindir.
fantastically carved pillars
that reach so high the Ilbars District: Build along the Ilbars River, this
keenest eye cannot see the district is designed to accommodate river trade
tops from the polished and is functionally similar to Su’Barindir. The
walls on the northwest side of the river are built • The Siyah Istihkam is a fortress built by terrain); Parry Defence: 21 (+4 level, +3 Str,
high to prevent flooding and the Ilbars District is ancient Zamorians in only four months +4 shield); DR: 6 (sleeveless mail shirt and
built high for the same reason. in response to the ancient siege when the gold-spired helmet with turban); Base Attack
Hyrkanians conquered the city. It is the Bonus/Grapple: +6/+9; Attack: Scimitar +9
Yangin: Yangin is a massive trade district devoted oldest extant building in Aghrapur. melee; or Light Lance +9 melee; or Hyrkanian
to caravans. Caravansaries, suqs and bazaars bow +10 ranged ; Full Attack: Scimitar +9/+4
fill this district to the brimming, all geared for • Atlar Bazaar: This open-air market is where melee; or Light Lance +9/+4 melee; or Hyrkanian
outfitting a caravan or allowing for the rest of a the best horses and horse-related items can be bow +10/+5 ranged; Damage: Scimitar 1d8+3
caravan. Although filled with its own suqs, the found. /18-20 x2 /AP 5; Light Lance 1d10+3 /x3 /AP
district also connects to The Suq, the massive 5; or Hyrkanian bow (+3) 1d10+5 /19-20 x2
market in the centre of the city. Turanian Soldiers /AP 6; Special Attacks: Formation Combat
Medium Humanoid (Turanian Soldier 3); Hit (Light Cavalry); Special Qualities: Turanian
• Yangin Ikuli is a massive tower measuring well Dice: 3d10+3 (21 hp); Initiative: +3 (+2 Dex,+1 traits, favoured terrain +1, born to the saddle;
over 264 feet tall, with four floors and is used Reflex); Speed: 30 ft.; Dodge Defence: 13 (+1 Space/Reach: 5 ft. (1)/5 ft. (1); Saves: Fort
to keep an eye on the city for fires or other level, +2 Dex); Parry Defence: 18 (+2 level, +2 +8, Ref +7, Will +1; Abilities: Str 16, Dex 16,
alarming situations. Str, +4 shield); DR: 6 (sleeveless mail shirt and Con 13, Int 14, Wis 11, Cha 9; Skills: Craft
gold-spired helmet with turban); Base Attack (bowyer) +4, Handle Animal +5, Intimidate +5,
• The Grand Bazaar is a massive open-air Bonus/Grapple: +3/+5; Attack: Scimitar +5 Ride +12, Search +4, Spot +9, Survival +4; Feats:
market used for buying and selling the melee; or Light Lance +5 melee; or Hyrkanian Mounted Combat, Far Shot, Mounted Archery,
cargoes carried by the caravans. bow +6 ranged ; Full Attack: Scimitar +5 melee; Point Blank Shot, Precise Shot, Ride-by Attack,
or Light Lance +5 melee; or Hyrkanian bow +6 Track, Weapon Focus (Hyrkanian bow), Weapon
Yalnizlik: Yalnizlik is the location of the famed ranged ; Damage: Scimitar 1d8+2 /18-20 x2 /AP Specialisation (Hyrkanian bow); Reputation: 5
Geçerli Anlapma, the Temple of the Living Tarim, 4; Light Lance 1d10+2 /x3 /AP 4; or Hyrkanian (Cruel); Leadership: –; Code of Honour: None;
one of the largest temples in the Hyborian age. bow (+2) 1d10+2 /19-20 x2 /AP 5; Special Allegiances: Jungir Khan, Turan, Zamboula;
It has 18 marble and gold domes, 18 shining Attacks: Formation Combat (Light Cavalry); Possessions: Sash, loose-fitting trousers, gold-
minarets and inlays of gold and silver throughout. Special Qualities: Turanian traits; Space/Reach: spired helmet with turban, white silk shirt
Great archives, elaborate cloisters, exquisite living 5 ft. (1)/5 ft. (1); Saves: Fort +4, Ref +3, Will +1; over sleeveless mail, tiger-skin cloak, scimitar,
areas and several hundred smaller temples fill out Abilities: Str 14, Dex 15, Con 12, Int 13, Wis 10, Hyrkanian bow (+3), quiver of 40 arrows
the rest of this division. The suqs and bazaars Cha 8; Skills: Craft (bowyer) +3, Handle Animal
in Yalnizlik tend to focus on religious artefacts, +4, Intimidate +2, Ride +8, Spot +6, Survival +2; Turanian Merchants
scrolls, tablets and books from all over the world. Feats: Mounted Combat, Far Shot, Mounted Apprentice Merchant: Medium Turanian 1st
Archery, Weapon Focus (Hyrkanian bow); level Commoner; Hit Dice: 1d4-1 (2 hit points);
• The Sultan's Hunting Lodge: King Reputation: 1 (Cruel); Leadership: –; Code Initiative: -1 (+0 level, -1 Dex); Speed: 30 ft.;
Yezdigerd and his forefathers have never been of Honour: None; Allegiances: Jungir Khan, Dodge Defence: 9 (+0 level, -1 Dex); Parry
content to have just one palace, so he also has Turan, Zamboula; Possessions: Sash, loose-fitting Defence: 10 (+0 level, +0 Str); BAB/Grapple:
a hunting lodge that is far more palace than it trousers, gold-spired helmet with turban, white +0/+0; Attack: Hatchet +0 melee ; Damage:
is a lodge in Yalnizlik. silk shirt over sleeveless mail, tiger-skin cloak, Hatchet 1d6/ x3 / AP 1; Space/Reach: 5 ft (1)/5
scimitar, Hyrkanian bow (+2), quiver of 40 arrows ft (1); Special Qualities: Illiteracy, Turanian traits,
Savas Harb: Savas Harb is a soldier’s district, weapon familiarity (tulwar, Hyrkanian bow);
where Turanians train and live. The great stables Medium Humanoid (Turanian Nomad 2/ Saves: Fort -1, Ref -1, Will +4 (+7 vs. corruption,
are also located here. Grand temples, shrines and Soldier 4); Hit Dice: 6d10+6 (42 hp); Initiative: +2 vs. Hypnotism); Abilities: Str 10, Dex 8,
bazaars serve the needs of the soldiers. +7 (+3 Dex, +4 Reflex); Speed: 30 ft.; Dodge Con 9, Int 13, Wis 12, Cha 11; Skills: Appraise
Defence: 17 (+3 level, +3 Dex, +1 favoured +3, Bluff +4, Craft (bowyer) +3, Diplomacy +3,
Average Merchant: Experienced Merchant: Medium Turanian 5th
Medium Turanian level Commoner; Hit Dice: 5d4-5 (7 hit points);
3rd level Commoner; Initiative: +0 (+1 level, -1 Dex); Speed: 30 ft.;
Hit Dice: 3d4-3 (4 Dodge Defence: 11 (+2 level, -1 Dex); Parry
hit points); Initiative: Defence: 12 (+2 level, +0 Str); BAB/Grapple:
+0 (+1 level, -1 +2/+2; Attack: Dagger +2 melee ; Damage:
Dex); Speed: 30 ft.; Dagger 1d4/19-20 x2 / AP 1; Space/Reach: 5 ft
Dodge Defence: 10 (1)/5 ft (1); Special Qualities: Turanian traits,
(+1 level, -1 Dex); weapon familiarity (tulwar, Hyrkanian bow), skill
Parry Defence: 11 focus (see feats); Saves: Fort +0, Ref +0, Will +5
(+1 level, +0 Str); (+8 vs. corruption, +3 vs. Hypnotism); Abilities:
BAB/Grapple: +1/+1; Str 10, Dex 8, Con 9, Int 13, Wis 12, Cha 12;
Attack: Dagger +1 Skills: Appraise +9, Bluff +10, Craft (bowyer)
melee ; Damage: +3, Diplomacy +5, Gather Information +4,
Dagger 1d4/19-20 x2 Knowledge (local) +5, Profession (merchant) +12,
/ AP 1; Space/Reach: Ride +1, Sense Motive +6, Spot +5, Survival +3
5 ft (1)/5 ft (1); (spent 2 skill points on literacy); Feats: Diligent,
Special Qualities: Negotiator, Skill Focus (appraise), Skill Focus
Turanian traits, (bluff ), Skill Focus (profession); Code of Honour:
weapon familiarity Civilised; Reputation: 8 (Talented); Leadership:
(tulwar, Hyrkanian –; Allegiances: As needed by Games Master
bow); Saves: Fort
+0, Ref +0, Will +5 Master Merchant: Medium Turanian 7th level
(+8 vs. corruption, Commoner; Hit Dice: 7d4 (17 hit points);
+3 vs. Hypnotism); Initiative: +1 (+2 level, -1 Dex); Speed: 30 ft.;
Abilities: Str 10, Dex Dodge Defence: 12 (+3 level, -1 Dex); Parry
8, Con 9, Int 13, Wis Defence: 13 (+3 level, +0 Str); BAB/Grapple:
12, Cha 11; Skills: +3/+3; Attack: Dagger +3 melee ; Damage:
Appraise +6, Bluff Dagger 1d4/19-20 x2 / AP 1; Space/Reach: 5 ft
+5, Diplomacy +4, (1)/5 ft (1); Special Qualities: Turanian traits,
Gather Information weapon familiarity (tulwar, Hyrkanian bow), skill
+3, Knowledge focus (see feats); Saves: Fort +2, Ref +1, Will +6
(local) +3, Profession (+9 vs. corruption, +4 vs. Hypnotism); Abilities:
(merchant) +10, Ride Str 11, Dex 9, Con 10, Int 14, Wis 13, Cha 13;
+1, Sense Motive +4, Skills: Appraise +12, Bluff +12, Craft (bowyer)
Gather Information +2, Knowledge (local) +3, Spot +4, Survival +3 +4, Diplomacy +7, Gather Information +5,
Profession (merchant) +8, Ride +1, Sense Motive (spent 2 skill points on literacy); Feats: Diligent, Knowledge (local) +7, Profession (merchant) +14,
+4, Spot +4, Survival +3; Feats: Negotiator, Skill Negotiator, Skill Focus (profession); Code of Ride +1, Sense Motive +9, Spot +5, Survival +3
Focus (profession); Code of Honour: Civilised; Honour: Civilised; Reputation: 5 (Talented); (spent 2 skill points on literacy); Feats: Diligent,
Reputation: 4 (Talented); Leadership: –; Leadership: –; Allegiances: As needed by Games Negotiator, Skill Focus (appraise), Skill Focus
Allegiances: As needed by Games Master Master (bluff ), Skill Focus (profession), Skill Focus (sense
motive); Code of Honour: Civilised; Reputation:
10 (Talented); Leadership: –; Allegiances: As
needed by Games Master