Ars Magica Digital Codex

Story Seeds for the Great Swamp

The Whirlpool at Ubulla

The jinni at Ubulla is imprisoned on the riverbed, but not slain. The characters get word of a group of sorcerers who are planning to free the creature and use it as a weapon with which to impose their will on the caliph. Should they try to prevent this directly, or should they try to warn the caliph, all the time knowing that the sorcerers back in Ubulla are gradually getting closer to achieving their goal?

The Thief of Basra

The characters catch someone stealing books on arcane lore from the library at Basra. The thief is taken to the minaret, and there his guilt is confirmed and he is sentenced to have his hand cut off. However, before the punishment is carried out, the thief tells the characters that he was only conducting the theft at the command of a sorcerer who is holding his family hostage. He begs them to gain proof of this so that his crime will be pardoned, as well as to rescue his family and keep them from harm. If the characters agree to help, the local chief qadi ((QAW-dee), "judge") gives them a week to obtain the proof required.

Of course, it may be that the thief is in fact lying, and there is no sorcerer or family, in which case the characters return from their wild goose chase only to discover that the thief has escaped and they are now responsible for tracking him down again. This may be a tricky task if the thief also has supernatural powers.

Nimrod's Furnace

[Abraham] said: Worship ye then instead of Allah that which cannot profit you at all, nor harm you?

Fie on you and all that ye worship instead of Allah! Have ye then no sense?

They cried: Burn him and stand by your gods, if ye will be doing.

We said: O fire, be coolness and peace for Abraham,

And they wished to set a snare for him, but We made them the greater losers.

And We rescued him and Lot (and brought them) to the land which We have blessed for (all) peoples.

— The Qur'an 21: 66–71

The furnace was originally dedicated to the powers of Hell, and was home to a fiery demon. However, direct intervention from God on Abraham's behalf made it into a holy object and trapped the demon inside to quell the flames. Now, a cabal of corrupted individuals seek to light the fires of Nimrod's Furnace once more, a feat that can only be achieved by weakening of the faith of Kutha's inhabitants, followed by profaning the testament to Abraham's miracle by burning holy men to death within it.

The Scholars of Hilla

The characters are contacted by a powerful but physically disabled Shi'i sahirs, who asks them to travel to Hilla on his behalf and seek the wisdom of a scholar named Muhammad ibn Muhammad, who makes his home there, providing the characters with a list of questions that they must ask him. However, it quickly becomes clear that there are three scholars with this name in the town, all of whom have wildly varying responses to the questions, and also that relations between these scholars are intensely hostile due to their theological differences. The characters will have to spend a considerable amount of time, and no small amount of tact and diplomatic energy, to gather all three scholars' answers without upsetting any of them (by clearly associating with either of his rivals) and causing them to become uncooperative.

held fast by great iron chains. Hilla contains a shrine where it is said that the twelfth imam will reappear at the end of time, so many Twelver Shi'is live here, awaiting his return. Indeed, Hilla is a center of Twelver Shi'i scholarship, with many religious scholars making their homes in the city.

Ighraq al-Siq

Ighraq al-Siq ("the drowning flood of the gorge") is an ancient pagan spirit of the Tigris, now confined to a gorge on the lower or Lesser Zab, a tributary of the Tigris (also called Majnun, "the mad river") from its impetuous currents. Once able to range freely along the length of the river, he is currently confined to a specific stretch in the lower reaches known as the Siq al-Majnun, or sometimes just "the Jinni's Gorge". He is responsible for the paroxysmal Spring flooding through this narrow canyon. This immediate canyon area has a Magic Aura of 6.

Ighraq al-Siq

Magic Might: 40

Characteristics: Int +1, Per +2, Pre +2, Com 0, Str +9, Sta +2, Dex +1, Qik –3

Size: +5

Confidence Score: 1 (3)

Virtues and Flaws: Magic Spirit, Jinni; Magical Monster; Ways of the River; Improved Characteristics x2, Large, Second Sight, Water Lore; Wrathful (Major); Infamous (the mad river), Poor Memory.

Qualities and Inferiorities: Focus Power (Crafter of Water), Greater Powers x5 (Drown, Presence, Transform into Floodwave), Lesser Powers (Donning the Corporeal Veil, Presence), Ritual Power x3 (Grant Water Lore, Grant Wilding); Huge x3, Improved Might x 5, Improved Powers x5; Major Flaw: Blatant Magical Air, Limited Movement, Major Flaw: Restriction (confined to the Majnun canyon on the Lesser Zab); Minor Flaw: Baneful Circumstances (not touching water), Minor Flaw: Restricted Power (only use Drown in Floodwave form), Minor Flaw: Restricted Power (only use Grant Wilding to individuals with existing score in Water Lore), Minor Flaw: Slow Power (Transform into Floodwave), Minor Flaw: Slow Power (Donning the Corporeal Veil).

Personality Traits: Wrathful +5, Proud +3, Fickle +2, Flood +3* (Essential Trait)

Reputation: Mad river 4 (local)

Combat:

Bludgeon*: (in floodwave form) Init -3, Attack +8, Defense +2, Damage +11 Lance: Init 0, Attack +8, Defense +2, Damage +16

Soak: +6

Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated (22–28), Dead (29+)

Abilities: Arabic 2 (water), Aramaic 5 (water),Area Lore: Tigris 5 (floods), Area Lore: Zab 6 (history), Brawl 6 (bludgeon), Great Weapon 3 (lance), Penetration 4 (wards), Second Sight 4 (jinn), Swim 6 (leaping out of the water), Theology: Islam 2 (jinn), Water Lore 6 (rivers).

Powers:

Crafter of Water, 1–8 points, Init 0, Aquam: Duplicates any non-Ritual Creo Aquam or Rego Aquam spell less than or equal to 40th level at the cost of 1 Might point per magnitude of the effect. Ighraq al-Siq can use the Water-way Range (equivalent to Sight) and Body-of-water target (equivalent to Structure) when invoking this power, being able to target anyone or anything on or in his part of the river or affecting the Zab as a whole (see Realms of Power: Magic, page 43).

CrAq 40 or ReAq 40: Focus Power (3 mastery points to increase level by 15).

Drown, 0 points, Init –2, Aquam: In Floodwave form only, Ighraq al-Siq can engulf a target whose Size is smaller than his own after a successful melee attack in an attempt to drown it, necessitating a roll to avoid deprivation (ArM5, pages 180–181). The victim can attempt to escape from his clutches each round using the Grappling rules (ArM5, page 174). (30 levels, 3 Intricacy points spent on reduced Might, 1 point on Initiative)

Donning the Corporeal Veil, 2 points, Init +1 (affected by the Slow Power Flaw, takes an additional round of preparation to activate), Corpus; 35 levels: Ighraq al-Siq can form the humanoid body described under Appearance to house his spiritual form; when doing so he acquires the physical characteristics, size, combat statistics, and Wound levels listed earlier. His arms

Najaf

The city of Najaf is of immense importance to Shi'is, as it contains the tomb of 'Ali ibn Abi Talib. As described earlier, 'Ali was killed in 661, an event which took place in Kufa. As he died, he instructed that his body should be put on a camel, which should be turned loose, then followed; where the camel knelt was where he should be buried. This was done, and for a long time his supporters kept the location of his grave secret, fearing that the Umayyads might desecrate the site if they found it. However, in 791 the 'Abbasid caliph Harun al-Rashid was hunting nearby, and he chased a deer into a thicket and then discovered that neither his horse nor his hounds could enter the spot. He made his servants dig in the thicket, and when they discovered the corpse of 'Ali he ordered a tomb to be built on the spot. This tomb has been refurbished and expanded over the years, and it is now an ornate structure that forms the focal point of the city and sees visits from thousands of pilgrims every year. Najaf is also home to an immense graveyard, where several prophets and numerous important Shi'i nobles are buried. There are also several madrasas, mosques, and other religious institutions here.

The shrine of 'Ali takes the form of a gold-domed structure, on each side of which is a monumental portal with a sil-

and amor are also created with this power. He cannot become fatigued. This body lasts until he decides he no longer needs it. Killing the body does not kill Ighraq al-Siq.

Grant Water Lore, 5 points, Qik –13, Vim: Ighraq can grant the Minor Mystery Virtue Water Lore to an individual either temporarily or permanently. Characters granted this Virtue could improve it further through Adventure, Exposure or Experience like any other Nature Lore (see Houses of Hermes: Mystery Cults, pages 103– 104). The Source Quality of Ighraq's canyon is normally 4 but magi able to persuade the malevolent jinni to teach them can use the normal Teaching rules as an exception to the usual rule — in this case Ighraq's effective Source Quality is 9.

Grant Wilding, 10 points, Qik –23, Vim: Ighraq can grant the Major Mystery Virtue Wilding to an individual with an existing Water Lore score either temporarily or permanently (see Houses of Hermes: Mystery Cults, pages 105–106).

Presence, 0 points, constant, Mentem: Once released, Ighraq al-Siq is aware of everything that goes on within his haunt. This power needs to Penetrate to perceive beings with a Magic Resistance. (35 levels, 3 Mastery points spent on reduced Might)

Transform into Floodwave, 4 points Init –4 (affected by the Slow Power Flaw, takes an additional round of preparation to activate), Aquam: Ighraq al-Siq can transform into a floodwave, seemingly drawing on the water of the stream to appear as an elemental. (45 levels)

Vis: 2 pawns of Aquam vis can be collected every year from his haunt, in the form of clear rainwater that collects within a niche carved into the stone block that imprisons him. If slain in a physical form or dispersed in elemental, his body yields 8 pawns of Aquam vis within perfectly smooth stones of varied hue.

Appearance: Ighraq al-Siq appears as a thin giant with blue-green complexion and straggly green-black hair like water weeds. He carries a large spear and is clad in a vest of watersmoothed stones. Once manifested, this humanoid form can disperse into his preferred elemental form, a floodwave carrying a hail of stones that can travel upriver or downriver along a watercourse as a marauding torrent. The effect of a Deluge of Rushing and Dashing when invoked within the narrow confines of the gorge is particularly devastating.

Story Seed: Jinni Blocks

Since ancient times the spirit Ighraq al-Siq has been trapped inside a Jinni Block — a type of unusual tower tomb placed at the entrances to the ruins of some lost cities. The process may be similar to the Goetic Art of Binding, but an unknown effect triggered by intrusion into the Majnun canyon area releases Ighraq al-Siq from his imprisonment and compels him to drive off intruders. While trapped within the block, Ighraq al-Siq is essentially unable to affect his surroundings in any way and cannot be detected by magic, as he becomes part of the native stone. The stone block is granted the jinni's Magic Resistance, but can still be eroded and broken by the elements and other nonmagical attacks.

Over time, the area immediately surrounding the block has become a fixed Arcane Connection to the spirit, providing a +1 bonus to the Penetration multiplier and replacing his original physical locus. A character who actually stands barefoot on top or touches the prison block is considered to have a stronger Arcane Connection to Ighraq al-Siq, gaining a +3 Penetration multiplier bonus, and also gains the benefit of the entrapped spirit's Magic Resistance. A sahir, summoner, or Hermetic magus can use his magic to attempt to command Ighraq al-Siq using scouring (Realms of Power: the Infernal, page 117) or Sihr by standing within the vicinity of the Jinni Block even if he is unaware of his presence. A failed attempt at controlling him, however, will trigger his release and invoke his displeasure.

ver doorstep. It is richly decorated with glazed tiles, thick carpets and gold and silver lamps. The doorways are covered with silk curtains, and silk hangings also adorn the walls inside the structure. The actual tomb itself is surrounded by a railing made of engraved gold plates held together with silver nails. The Dominion aura in the shrine has a score of 8, and visitors may pray for baraka from 'Ali to invoke any of the following Saint Powers: Acknowledgment of Evil, Apparition, Celestial Immunity, Cure Blindness, Expel Demons, Grant of Serenity, Mass Healing, Resist Temptation, Straighten the Crippled, The Faithful Made Whole, Humility of Caesar, Rebuke the Unfaithful, and Terrify the Unbeliever. The shrine is particularly well known for healing miracles, so attempts to invoke Saint Powers of this type enjoy a +1 bonus. 'Ali has a Divine Might of 75. See Realms of Power: The Divine, pages 87–89, for more.

Kufa

About seven miles northeast of Najaf lies the city of Kufa. This used to be a vibrant settlement, but recently it has declined and much of the city is in ruins; although in the eastern part of the town the Great Mosque of Kufa remains in good condition. This is the mosque where 'Ali was mortally wounded by his killer, and the site of the attack is marked by a mihrab that has been built on the spot. Kufa

continues to be visited by Shi'i pilgrims, usually on the way to or from Najaf.