- Lore:
- During the Age of First People over nine thousand years ago, souls plucked from across the multiverse woke on Saṃsāra with fractured memories of grand courts, ancient epics, and distant imperial customs. Among those early communities were chroniclers steeped in the oral traditions and courtly etiquette of ancient Persia, who revered the art of cultural recitation and the power of formal hospitality. They recognized that on a moon populated by hundreds of disparate beast-folk, reincarnated strangers, and emerging island dynasties, conflict arose most often from misjudged etiquette and cultural ignorance. Drawing upon the mythic tradition of the Book of Kings, weavers imbued fine desert wool and electrum thread with ancient protective blessings, creating wearable records of courtly conduct. Persian 734 of the Shahnameh’s Diplomatic Scarf was crafted to bridge cultural divides, granting newly arrived avatars the grace, linguistic intuition, and social customs necessary to navigate foreign traditions and royal courts across the seventy-three island continents.
- Description:
- This item is a long, ornate sash-scarf woven from lightweight crimson wool and golden electrum threads, measuring six feet in length and ten inches across. Embroidered along its length in fine, interlocking Persian cuneiform script and miniature motifs are depictions of royal court audiences, grand banquets, robed viziers, and crowned monarchs exchanging gifts. The electrum thread glints with a subtle, warm amber luster that shifts in hue depending on the ambient lighting of the room. The cloth drapes diagonally across the torso with a natural elegance, resisting soil, trail grime, and wrinkles even after long wilderness treks. When worn, the scarf radiates a gentle, comforting warmth against the collarbone and exudes the faint, welcoming scent of dried rose petals and aged library parchment.
- Detailed Stats:
- Item Rank: Common (Tier 1)
- Resilience: 10
- Item Hit Points: Avatar Maximum Hit Points plus 10 (Derived from Resilience 10 multiplied by Tier 1)
- Armor Check (AC): +1 AC bonus (within the maximum allowable limit of 3 AC per item level)
- Weight: 1 pound
- Attunement Requirements: Simple attunement requiring a minimum of 1 full minute of focus while donning the garment, or instant attunement if held directly in an active hand slot.
- Durability Mechanics: If the item suffers damage equal to half its hit points or less, it becomes broken and its magical functions cease until fully repaired. If reduced to 0 hit points, it is destroyed, dropping its original component threads and electrum wire. Taking a direct hit while unattuned requires the attacker to roll damage directly against its hit point pool.
- Slot:
- Sash Slot (worn draped diagonally across one shoulder to the opposite hip, taking up 1 gear slot and allowing small badges, faction pins, and brooches to be affixed to its band)
- Passive Magics:
- Courtly Elegance: The electrum threading generates a subtle, passive deflection field around the torso. While worn and attuned, the avatar gains a +1 bonus to their Armor Check against mundane attacks, as hostile strikes are subtly guided away from vital areas by the structured weave.
- Linguistic Insight: When the avatar listens to a sentient creature speaking a native regional dialect, island patois, or unfamiliar cultural tongue for at least one minute, the scarf whispers the underlying intent, formal honorifics, and social taboos directly into the wielder’s Mind’s Eye. This grants a +1 bonus to all social skill checks involving cultural etiquette, protocol, and ambassadorial negotiations.
- Hearth-Guest Sanctuary: In any settlement, guildhall, or royal court where the avatar has been formally offered food, drink, or shelter, the scarf weaves a subtle aura of non-aggression around the wearer. The avatar receives a +2 bonus to saving throws against being charmed, deceived, or provoked into anger by local courtiers or hostile hosts.
- Activable Magics:
- Recitation of the Shahnameh: As an action requiring a somatic flourish and vocal verse lasting less than 6 seconds, the avatar recites a famous heroic couplet or cultural proverb from the ancient kings. A warm, golden luminescence ripples across the embroidery. The avatar chooses one sentient humanoid or monster within 30 feet that can hear them; that creature must make an opposed roll against the avatar’s social skill. On a success, the target’s hostility is dampened, gaining the Charmed condition toward the avatar for 10 minutes or until an ally takes an offensive action against it, seeing the avatar as a distinguished guest of high lineage.
- Aura of Sovereign Presence: As an action, the avatar channels mana through the scarf’s electrum cuneiform script. For 1 minute, the embroidered royal figures visibly animate, casting a shimmering, three-foot amber projection of a courtly mantle around the wearer. The avatar gains an immediate +2 bonus on skill checks made to command, intimidate, or negotiate with guards, officials, or tribal elders, presenting the undeniable presence of foreign nobility. This ability can be used once per session.
- Gleam of the Vizier’s Veil: As a reaction when an enemy within 15 feet initiates a melee or ranged attack against the avatar, the wearer can flick the trailing edge of the scarf into the air. The crimson wool instantly expands into a momentary, shimmering curtain of amber light and shifting geometric runes. This reaction imposes a disadvantage on the attacker’s roll to hit. If the attack misses, the displaced air scatters fine rose-scented dust into the attacker’s eyes, imposing the Flat-Footed condition on the foe until the start of their next turn.
- Tags:
- persian, common, tier 1, cultures, sash slot, diplomacy, social, language, etiquette, warding, shahnameh, electrum, wool, hospitality, courtly, cuneiform, protocol, ambassador, vizier, charmed, deflection
Commerce and Trade Venues for Persian 734 of the Shahnameh’s Diplomatic Scarf
- Courtly Tailors and Diplomatic Haberdashers:
- Venue Type and Setting: Refined, family-operated ateliers and textile boutiques situated within the inner civic districts of island capital cities such as Tayacian, Aterian, or Mesopotamia. These shops lease their premises from the royal court, occupying polished stone storefronts near embassy rows, high-ranking guildhalls, and palaces. Rather than industrial gear racks, merchandise is displayed on brass mannequins and lined with cedar shelving scented with dry lavender and rose oil.
- Acquisition Method: Avatars browse items under the watchful supervision of master tailors. Using the passive inspection of their Mind’s Eye, prospective buyers inspect the scarf’s statistics, confirming its common tier-1 ranking, durability resilience, and authentic electrum cuneiform embroidery.
- Buying Cost: The standard base retail asking price in a courtly haberdashery is 60 silver coins (equivalent to 6 gold coins), reflecting its delicate threadwork and diplomatic enchantments. Unaffiliated buyers pay the full 60 silver. If the purchasing avatar holds verified membership in a Diplomatic Corps, Scribe’s Guild, or Clothier Faction and openly displays their faction badge, they receive a 10% discount per character tier level. For a tier 1 avatar, this equates to a 10% discount (6 silver deduction), bringing the final price to 54 silver.
- Selling Protocol and Haggling: When an avatar presents the scarf for sale to an urban tailor, the merchant haggles down by 10% per tier level of the selling character. For a tier 1 avatar, the merchant offers 54 silver. If the deal is accepted, the merchant logs the acquisition in a local registry, and the funds are wired directly into the character’s World Bank account minus the standard 1% bank fee rounded up to the nearest copper. The tailor retains full authority to decline the transaction if they already hold excessive textile stock or lack liquid capital.
- Guildhall Consignment Pavilions:
- Venue Type and Setting: Official municipal trade halls and administrative exchanges housed within city Guildhalls across settlements exceeding five thousand residents. Supervised by an appointed military official or senior Guild Master, these spaces handle registered trade goods, expedition requisitions, and utility gear for certified adventurers and regional envoys.
- Acquisition Method: The scarf is cataloged in written transaction ledgers. A guild clerk retrieves the folded sash from secure municipal storage bins for manual handling, allowing the buyer to inspect the material condition and attunement threads directly.
- Buying Cost: The base guild valuation is fixed at 60 silver coins. Certified guild members in good standing who present their credentials receive the mandatory 10% tier discount, purchasing the scarf for 54 silver. Non-members who secure temporary guest requisitions must pay the full 60 silver without exception.
- Selling Protocol and Haggling: The guild clearinghouse applies standard merchant rates, offering 54 silver to a tier 1 seller. Payouts are transferred directly into the seller’s World Bank account, where the balance reflects immediately in their Mind’s Eye. All sales are permanently archived in guild ledgers accessible to royal tax assessors.
- Shadow Bazaars and Black-Market Fence Dens:
- Venue Type and Setting: Illicit underground chambers, secret backrooms of harbor flophouses, or concealed cellar markets beneath coastal port cities. These operations intentionally bypass royal court tax collectors, guild overseers, and municipal gate checkpoints.
- Acquisition Method: Conducted via quiet, discrete bartering with illicit brokers and smuggling syndicates. Items are traded without questions regarding former owners, stolen royal property seals, or whether the sash was recovered from a fallen avatar’s vaporized remains.
- Buying Cost: Black-market brokers mark up items due to the hazards of unregulated trade. The scarf is priced between 60 and 90 silver coins, and guild discounts are strictly ignored. Furthermore, black-market merchants refuse World Bank account transfers to avoid divine scrutiny, demanding payment strictly in physical gold, silver, or standardized non-metal tokens counted out by hand.
- Selling Protocol and Haggling: Selling the scarf to a black-market fence yields between 54 silver (matching standard merchant payouts) up to 100 silver if the fence has an immediate client requiring an inconspicuous diplomatic disguise to bypass city gate sentries. The seller receives physical coin directly into their hands without paper records or official identification.
- Inter-Island Caravans and Coastal Trade Galleys:
- Venue Type and Setting: Open-air merchant stalls set up on covered wagons traveling patrolled highways between coastal ports and inland capitals, or trade stalls aboard multi-decked sailing vessels docked along ocean wharfs.
- Acquisition Method: Traded directly from traveling pack chests. In regions where diplomatic attire and foreign cultural relics are scarce, the scarf is treated as a high-value commodity for envoys crossing state lines.
- Buying Cost: Operating under the seller’s market principle of “buyer beware,” regional availability dictates the final asking price. In remote border marches where formal attire is nonexistent, a caravan master may demand 80 silver to 10 gold coins. In addition, purchasing the item within municipal territory incurs applicable local fees: crossing a state border adds a 5% transit tax, moving through a central city incurs a 1% tax, and passing through a city gate or seaport requires a 1 silver fee per individual.
- Selling Protocol and Haggling: Traveling traders adjust their payouts based on their destination. If heading toward a central capital where courtly items sell rapidly, they will offer up to 54 silver; if traveling into untamed wilderness, their offer may drop to 40 silver. Legitimate merchants process payments through the World Bank, depositing the coin balance directly into the avatar’s account.
Environmental Tactical Applications and Roleplay for Persian 734 of the Shahnameh’s Diplomatic Scarf
- Arid Deserts and Sun-Baked Canyons:
- Offensive Roleplay: During a parley with a hostile caravan master amid shifting sand dunes under the blazing white sun of Saṃsāra, the avatar’s words fail to persuade. Switching tactics, the wielder performs a somatic flourish, draped crimson scarf flowing elegantly. Striking a dramatic pose, the avatar recites a booming, rhythmic epic verse from the Shahnameh detail the fall of a great empire. Golden light surges through the electrum embroidery. The target must make an opposed check. On a success, the caravan master stops shouting, his hand dropping from his curved dagger. He steps forward, dazed, viewing the avatar not as a desert rat, but as a distinguished emissary of high lineage, immediately granting the Charmed condition for the next 10 minutes.
- Defensive Roleplay: Ambushed in a narrow canyon by robed raiders, an archer on the high ridge fires a poisoned arrow aimed directly at the avatar’s heart. Instinctively triggering the Gleam of the Vizier’s Veil, the wielder flicks the trailing edge of the crimson sash into the air as a reaction. The scarf instantly expands into a momentary, shimmering curtain of amber light and geometric runes. The arrow strikes the shimmering forcefield, its velocity absorbed. Disadvantage is imposed on the attack. If it misses, a fine plume of rose-scented dust is kicked up, momentarily irritating the eyes of the adjacent canyon walls and imposing the Flat-Footed condition until the start of their next turn.
- Subterranean Caverns and Ancient Ruins:
- Offensive Roleplay: Within the humid, echoing chambers of a monster-infested ruin, the party confronts an elderly tribal elder of the stone-creatures guarding a key artifact. The elder refuses passage. The avatar activates the Aura of Sovereign Presence. Channeling mana, the embroidered royal figures visibly animate, casting a shimmering, three-foot amber projection of a regal mantle around the wearer. The avatar gains an immediate +2 bonus on a skill check to command passage or negotiate diplomatic crossing. The grand projection and commanding presence of foreign nobility overpowers the elder’s insular objections, demanding respect and clear pathing through the ruins.
- Defensive Roleplay: While exploring the labyrinthine tunnels of a dark cavern, the party triggers a mechanical dart trap hidden in an ancient crypt door. Darts fire. The avatar, wearing the scarf draped across their chest, relies on the passive Courtly Elegance. The electrum threading generates a subtle, passive deflection field. While the trap hits, the avatar gains a +1 bonus to their Armor Check as the defensive aura subtly guides the high-velocity needles away from vital arteries and major organs, mitigating direct physical harm.
- Floating Cloud-Cities and Sky-Docks:
- Offensive Roleplay: Navigating the complex etiquette of a high-altitude trade sky-dock, the party must secure immediate passage on an airship but lacks official clearance from the harbor master’s vizier. The master vizier, an irritable avian-folk, refuses all bribes. The avatar uses the passive Linguistic Insight. After listening to the vizier’s complex, trilling dialect and formal complaints for one minute, the scarf translates the intent, underlying social honorifics, and specific taboos directly into the wielder’s Mind’s Eye. The avatar utilizes this knowledge to execute a perfect formal greeting, bypassing the usual dismissal. This allows them to effectively negotiate protocol for a temporary passport with a +1 bonus to the social skill check, convincing the vizier to prioritize their departure.
- Defensive Roleplay: Attacked on a narrow wooden sky-dock walkway three thousand feet above the ocean by high-altitude corsairs, a cutlass-wielding pirate lunges. The avatar, cornered against the precarious railing, triggers the Gleam of the Vizier’s Veil as a reaction to the melee attack. Flicking the sash trailing end creates a momentary barrier of shimmering amber runes and expanded crimson wool. This forces disadvantage on the attack. When the pirate’s cutlass hits the barrier, the rose-scented dust scatters violently into the foe’s face, imposing the Flat-Footed condition as they struggle to regain footing on the windy gangway.
- Coastal Reefs, Swampy Mangroves, and Sea Galleys:
- Offensive Roleplay: Aboard a moving sea galley, the party is boarded by hostile, aquatic beast-folk who possess primitive social structures and languages. The avatar stands on the quarterdeck and activates the Recitation of the Shahnameh. Performing a dramatic vocal verse detailing the triumph of ancient maritime kings over sea demons, the wielder unleashes the somatic flourish. The magical language translation allows the complex Persian heroic couplets to resonate with the beast-folk’s instinctual understanding of strength and formal challenge. The avatar’s chosen target must make an opposed roll. On a success, the lead sea creature is Charmed, seeing the avatar as a distinguished visitor of superior lineage, halting the immediate boarding action for 10 minutes.
- Defensive Roleplay: Stranded in a damp, treacherous mangrove swamp, the party attempts to navigate past a tribe of insular lizard-folk. While parleying, the avatar and the team share food and water (formally offered by the lizard-folk hospitality rule) after using Linguistic Insight to confirm the necessary protocol. When the insular lizard-folk elder grows suspicious and tries to use subtle psychic manipulation to deceive the avatar into surrendering weapons, the passive Hearth-Guest Sanctuary activates. Because the wielder has eaten, they receive a +2 bonus to the saving throw against being charmed or deceived, successfully resisting the mental manipulation and maintaining full party tactical advantage.

Perception of Activation:
- Visual Perception:
- User’s Perspective: Looking down at the crimson and electrum scarf draped across your chest, the golden Cuneiform characters and courtly motifs ignite with a sudden, warm, inner luminescence. The fabric shifts from deep crimson to a vibrant ruby hue. When Aura of Sovereign Presence is triggered, a pulsating, translucent amber mantle, shimmering like condensed sunlight, projects three feet around your torso, visibly animating the royal figures. If Gleam of the Vizier’s Veil is used, the air instantly resolves into a momentary curtain of shifting geometric runes and expanded crimson wool that seems to ripple like water.
- Observer’s Perspective: Onlookers see the scarf suddenly blaze with a brilliant amber-gold light, casting long shadows. When the Sovereign Presence activates, the user appears encased in a shimmering, three-foot halo of animated courtly tableaus. Adversaries striking the avatar see a sudden curtain of prismatic runes and wool expand before the target, scattering fine, glowing rose-scented dust that catches the light like suspended pollen.
- Positives: The sudden flare of bright light completely illuminates dark spaces within a 30-foot radius. The stunning visual presentation can cow commoners or easily impressed tribal guards.
- Negatives: The brilliant visual signature makes stealth or covert activation completely impossible.
- Auditory Perception:
- User’s Perspective: A low, harmonic hum, resembling a distant choir chanting in a great hall, resonates from the fabric, vibrating gently against your collarbone. If the Recitation of the Shahnameh is used, your spoken words are overlaid with a grand, echoing resonance, making your voice sound commanding and ancient. When Gleam of the Vizier’s Veil activates, a sharp, clean sound of whipping wind mixed with the chime of struck electrum echoes nearby.
- Observer’s Perspective: Bystanders within 30 feet hear a low, majestic hum. Recited couplets sound like they are echoing from the walls of a grand cathedral. If an attack triggers Vizier’s Veil, opponents hear a sudden concussive whip of air and the ringing chime of metallic threads snapping taut.
- Positives: The harmonic resonance can help steady the wielder’s pulse and calm momentary anxiety, and the echoing voice is ideal for public address or intimidating subordinates.
- Negatives: The sound can travel great distances in enclosed spaces like tunnels or empty libraries, alerting guards far beyond visual range.
- Tactile Perception:
- User’s Perspective: The soft crimson wool remains light, but the moment activation occurs, the electrum filigree buzzes with a soothing, static-like tingling vibration. A wave of reassuring, domestic warmth, like a close embrace near a comforting fireplace, permeates your upper torso. When the Vizier’s Veil reaction occurs, the air within five feet feels suddenly dense and resistant, like pushing against a wall of invisible fabric.
- Observer’s Perspective: Anyone standing within ten feet notices a subtle, comforting wave of warm, dry air radiate from the user. If an enemy touches the Sovereign Presence projection, their fingers experience a pleasant tingling sensation before being gently repelled by the structured field.
- Positives: The warmth of the active scarf combats the numbing cold of high-altitude or subterranean environments.
- Negatives: The tingling vibration can distract the user when attempting tasks requiring extreme fine motor control, such as picking a master lock.
- Olfactory Perception:
- User’s Perspective: As the magic circulates, the immediate air fills with the intensely comforting and nostalgic scent of dried rose petals mixed with the dry, intellectual aroma of aged library parchment. Any offensive odors in the vicinity are completely overridden.
- Observer’s Perspective: Anyone standing within fifteen feet experiences a sudden, powerful draft of air carrying the scent of Persian rose gardens and ancient, cherished books, as if a doorway to an ancient vizier’s study had opened.
- Positives: The sharp, pleasant scent cuts through nauseating smells like swamp miasmas or battlefield decay, clearing the avatar’s sinuses and easing respiration.
- Negatives: The distinct rose scent is a clear marker, allowing trackers or scent-based creatures to follow the wielder effortlessly even without sight or sound.
- Gustatory Perception:
- User’s Perspective: A distinct, sweet tang of wild honey mixed with a faint metallic hint of electrum coats the back of your tongue the instant the scarf activates. It leaves a lingering sweetness that demands an extra swallow of water after prolonged use.
- Observer’s Perspective: Food and drink consumed by the user during the Hearth-Guest Sanctuary effect taste marginally more satisfying, as if perfectly seasoned, while hostile individuals inhale the microscopic rose-scented dust from a triggered Vizier’s Veil and experience an astringent, dry taste of alkaline rosewater on their lips.
- Positives: The pleasant honey taste can distract the wielder from having to consume bland or unappetizing trail rations.
- Negatives: The lingering dry electrum finish causes unquenchable thirst sooner.
- Extra-Sensory and Metaphysical Perception:
- User’s Perspective:
- Mind’s Eye Resonance: Through the internal perspective of the Mind’s Eye, the scarf flares into focus as a structured grid of interlocking cuneiform equations and miniature courtly diagrams. When Linguistic Insight activates, this grid pulses, rendering foreign intents and honorifics as floating amber numerals overlaid in your mental view.
- Asha’s Grid Stability: A sensation of spiritual stability and ordered logic anchors your consciousness. The inner turmoil caused by conflicting past-life memories smooths out into rigid, orderly planes of logic, subduing momentary panic or disorientation.
- Mana Ingestion: You feel the surrounding strings of ambient magic being drawn orderly into the electrum threads.
- Observer’s Perspective:
- True Sight Geometry: Observers utilizing True Sight see the scarf surrounded by interlocking, deep ultraviolet geometric diagrams that trace ancient Persian protective wards and diplomatic seals.
- Soul Sight Harmony: Observers viewing the target with Soul Sight notice the avatar’s spiritual outline stabilize, as loose spirit tendrils are pulled inward and encased in a solid, rose-gold shell of ordered diplomacy.
- Aura of Non-Aggression: Adversaries within ten feet register an uncanny feeling of absolute stillness—a sudden suppression of chaotic magical static that feels both majestic and strangely comforting, subtly discouraging attacks.
- Positives: The metaphysical rigidity completely insulates the avatar against chaotic mental interference, subduing panic.
- Negatives: The concentration of structured arcane energy creates a distinct metaphysical beacon in the weave, allowing entities sensitive to mana flow to pinpoint the activation across significant distances.
- User’s Perspective:
Crafting Recipe: Shahnameh Diplomatic Scarf
- Materials Needed:
- Desert Wool: 1 yard of fine, lightweight crimson wool fabric.
- Electrum Thread: 2 spools of high-quality electrum wire thread.
- Amber Catalyst: 1 Tier-1 magic crystal with an amber hue, roughly the size of a coin.
- Sacrificial Component: 1 mundane or inferior quality Tier-1 sash or scarf (this item will be destroyed during the process).
- Alchemical Reagents: 1 vial of distilled alkaline swamp water (or equivalent alkaline solution) and 1 vial of acacia resin (both collected using a fluid collector).
- Tools Required:
- Embroidering Needle and Hoop: Fine-tipped needle and hoop for precise thread work.
- Loom: Hand loom suitable for integrating electrum thread into the wool weave.
- Fluid Collector: specialized tools for harvesting and applying the alchemical reagents.
- Small Arcane Hearth: a controlled brazier or furnace for the sacrificial and attunement steps.
- Skill Requirements:
- Tailoring: Skill Level 2 (trained).
- Weaving: Skill Level 2 (trained).
- Jewelcrafting/Gemology: Skill Level 1 (trained) for catalyst preparation.
- Alchemical Crafting: Skill Level 1 (trained) for reagent handling.
- Mind’s Eye Proficiency: Required to read the item’s intrinsic properties during crafting and attunement.
- Crafting Steps:
- Step 1: Fabric Preparation:
- Measure and cut the fine crimson desert wool to the required dimensions (approx. six feet by ten inches). Clean and press the fabric to ensure a wrinkle-free surface for embroidery.
- Step 2: Electrum Embroidery:
- Use the embroidery needle and electrum thread to stitch interlocking Persian cuneiform script and miniature motifs (depicting royal courts and viziers) onto the fabric. The electrum threading generates a subtle passive deflection field around the torso.
- Step 3: Catalyst Integration:
- Embed the amber catalyst (Tier-1 magic crystal) securely into the weave, ensuring it is positioned where the scarf will drape over the wielder’s collarbone. This allows the crystal to capture and focus the ambient magic of Saṃsāra.
- Step 4: Reagent Application:
- Use the fluid collector to apply a blended mixture of the alkaline bog water and acacia resin along the electrum embroidery. This stabilizes the Attunement threads and reinforces the fabric, resisting soil and trail grime.
- Step 5: Sacrificial Attunement and Forging:
- Place the completed scarf and the sacrificial mundane sash/scarf into the small arcane hearth.
- Use your Mind’s Eye to monitor the item’s intrinsic resilience and ensure proper magical transference from the sacrificial component.
- Attune the garment by allowing the electrum threads to absorb the magical signature of the destroyed item, finalizing the transformation. The process takes at least 1 minute of focus to complete.
- Step 1: Fabric Preparation:
Red Thread, King with Horns of Ram, and Messenger Whose Throat Did Not Spill
In the time before the water-clock was invented by the people who have four fingers, when the land of seventy-and-three flat dishes had not yet been divided by the big copper stakes of the sky-kings, there was an expanse of red dirt where no grass could grow because the dirt was too salty for the seeds. In that place stood the stone enclosure of the man whom the clay wedges name Jam-of-the-Loom. He was not a warrior who had three bronze horses, nor had he ever set fire to the reeds of the great swamp; his only trade was to take the fleece of the wild desert-sheep, which had red burrs tangled in their sides, and beat the fleece with heavy olive-wood clubs until the wool was as flat as a sleeping dog’s ear.
In those years, the ruler of the high stone mountain was the Great Ram-King, whose two horns were curled three times around his ears and who ate nothing except boiled marrow and the sweet paste of wild pomegranates. Whenever the moon was round like a silver dish, the Ram-King sent his three hundred runners down into the dry dirt. These runners carried long sticks of iron wood with hooks at the top, and with these hooks they dragged the women, the goats, and the jars of parched barley out of the mud huts, carrying them away into the black rocks where the wind never ceased to blow cold grit into the eyes.
The people of the ditch could not speak the speech of the mountain, for the people of the mountain spoke with clicking noises like pebbles rolling down a dry watercourse, while the people of the ditch made sounds like water bubbling out of a broken pot. Because of this, whenever an elder from the mud huts tried to beg the runners for his daughters or his sheep, the runners did not understand; they thought he was barking like an unclean jackal, and they used their bronze axes to cut his tongue from his jaw so that the camp might have silence.
Now Jam-of-the-Loom had a sister whose name was Mah-of-the-Well, whose two hands were clever at twisting the electrum wire that was washed out of the gravel by the mountain run-off. One season, the runners took Mah-of-the-Well because her arms were white and she knew how to weave the soft patterns into the goat-hair sacks. Jam-of-the-Loom wept until his beard was full of dry dirt, and he took from the corner of his house three sheep-skins, seven eggs of the ground-owl, and five small pieces of electrum wire that had been twisted like little snakes.
He went up toward the great stone stairs where the mountain touches the smoke of the burning craters. He climbed past the place where the dwarf-trees grow sideways, and past the high well where the water turns into white stones that burn the tongue. There he came to the cave of the Old Woman Who Was Before the First People. Her hair was like grey lichen hanging from an ancient dead cedar, and her skin was wrinkled like a melon left in the hot sand for forty days. She had no eyes, but in the sockets of her skull sat two polished beads of amber that had the bodies of small ants trapped inside them.
The old woman spoke, and her speech was not the clicking of the mountain nor the water-sound of the ditch; it was the ancient tongue that sounds like dry autumn leaves being pushed by a heavy wind: “Why does the weaver of dirty wool come into the path of the goat-eating eagles?”
Jam-of-the-Loom laid down the seven eggs of the ground-owl and the twisted electrum wire upon the flat granite slab before her feet. He said: “The Ram-King has taken my sister, who is the only hand in my house that knows how to salt the sheep-tallow. If I go up to his gate with an iron knife, his guards will cut me into small meat for their hunting-mastiffs. If I speak to him with my mouth, his runners will pull my tongue out with their iron hooks. Give me a bronze stick that spits lightning, or a jar of venom that will make his water-cisterns turn to black poison.”
The old woman laughed, and her laughter made the dry gravel rattle down the chimney of the cave like dry beans poured into an empty pot. “The kings of the mountain have skins of boiled bull-hide and breastplates of cold electrum,” said she. “If you throw lightning at them, their shields will turn the spark into the ground; if you put poison into their cisterns, they will make your sister drink the cup first to see if her belly swells. A man who carries a spear to the court of a king is only a dead dog who has not yet begun to stink.”
Then the old woman reached into a great chest made of fragrant cedar wood, which was banded with three hoops of raw electrum, and she brought forth a long bundle wrapped in coarse reeds. When she unwrapped the reeds, Jam-of-the-Loom saw a strip of wool that was dyed the color of a fresh wound, long enough to reach from a man’s left shoulder across his belly to his right foot. Through the crimson wool were woven hundreds of little figures of pale gold and silver wire—kings sitting upon high seats with square cushions under their feet, viziers holding long rolled scrolls of dried sheep-skin, and servants carrying shallow bowls filled with figs and roasted birds. Around the edges of the cloth were small marks shaped like bird-feet and broken reeds, such as the ancient masters of the water-wheels used when they recorded the number of grain-sacks before the flood.
“This is the cloth that was woven when the kings were not yet wolves,” the old woman said, and her breath smelled of ancient dry dust and old rosewater that had turned sour in a sealed jar. “It will not turn an axe if the axe is swung with malice, nor will it break the teeth of the hunting-hound. But it carries the memory of the first banquet, when all men sat upon the same reed-mat and shared the broth without drawing their daggers. Wrap it across your breast, and when you stand before the man of the horns, do not bare your teeth like a dog, and do not fall upon your knees like an ox. Stand straight upon your heels, and speak only the names of his grandfathers who are written in the gold wire.”
Jam-of-the-Loom took the long crimson sash and bound it across his linen shirt, pinning the ends over his shoulder with an electrum clasp shaped like a pomegranate. As he walked higher into the black rocks, the cold wind began to blow, carrying sharp needles of frozen water that made his ears swell; yet under the crimson wool, his breast remained as warm as a brick that has spent the whole afternoon in the baker’s oven. Moreover, when he passed the high sentries who stood upon the rock pillars, the sentries did not throw their heavy iron javelins. They looked down through their copper masks at the shimmering gold thread and said to one another in their clicking tongue: “Behold, here walks an emissary from the great house across the salt-sea, carrying the roll of peace.”
When Jam-of-the-Loom came to the gates of the mountain citadel, which were made of twelve logs of blackened oak bound with iron plates, the gatekeepers did not bar the way. They struck their spear-butts against their bronze shields three times in rhythm, opening the heavy timber valves to let him walk into the great court where forty hearth-fires were burning with mountain juniper.
Upon a throne carved from a single boulder of green serpentine sat the Great Ram-King. His two horns were polished with wild olive-oil until they shone like mirrors, and on each side of him stood four executioners holding curved choppers that were stained dark with the blood of insolent messengers. At the king’s feet knelt Mah-of-the-Well, holding a silver tray loaded with parched almonds, her eyes red from weeping into her veil.
The Ram-King roared, and his voice made the soot fall from the wooden rafters of the hall: “What thing of the ditch creeps into my hall without bringing thirty fat cattle to grease the steps of my house?”
The executioners raised their heavy choppers, their shoulders bunching like the shoulders of fighting-bulls. Jam-of-the-Loom felt his knees turn to water, and the grease inside his heart went cold; but as he took a breath, the electrum threads across his breast began to hum with a gentle, singing chime, like a bronze bell struck by the wind. The faint scent of dried rose-leaves and ancient parchment rose into his nostrils, driving away the stink of animal tallow and old blood.
Without taking his eyes from the Ram-King’s eyes, Jam-of-the-Loom struck a dignified posture, resting his right hand upon the embroidered sash. He opened his mouth, and though he intended only to beg for his sister’s life in the water-speech of the mud huts, the words that came from his tongue were not his own. His voice echoed through the high stone hall with a deep, royal resonance, reciting the opening couplets of the ancient Book of Kings in the grand, measured cadences of the forgotten imperial court:
“In the name of the Lord of Life and Wisdom, higher than whom the thought cannot climb; who made the starry sky, the round earth, and the fire that burns within the heart of the stone.”
As he spoke the verse, the electrum cuneiform embroidered along the scarf’s edge began to flare with a rich, amber brilliance. The golden figures of the viziers and the crowned rulers seemed to shift and lean forward within the crimson wool, and a shimmering mantle of warm, translucent light projected outward three feet around Jam’s frame.
The four executioners paused, their choppers arrested in mid-air, for the air in the court had grown strangely still, stripped of all violent momentum. The Ram-King leaned forward upon his serpentine throne, his hands trembling upon his greased horns. For three hundred years, his ancestors had heard only the terrified screams of slaves or the rude shouts of rival chieftains; never had their ears received the formal elegance of the imperial court, nor had they looked upon an ambassador who met their gaze with the unyielding majesty of ancient law.
“Who are you that speaks the tongue of the First Dynasties?” the Ram-King demanded, his clicking dialect softening into the formal courtly register that his great-grandfather had carved upon the tomb-stones of the mountain. “What emperor sends a messenger with a mantle of pure electrum to the hall of the horned kings?”
“I am the envoy of the Ancient Hearth,” Jam-of-the-Loom answered, the scarf guiding his speech through the intricate web of titles, taboos, and ancestral lineages that had been forgotten by the living world. “I bring neither cattle nor iron, for the kings who ruled before the smoke do not barter with dirt. I come to offer the covenant of the salt and the bread, that the men of the ditch may dig the trenches in peace, and the men of the rocks may eat their mutton without the fear of fire in the night.”
The Ram-King sat in silence for the space of sixty heart-beats, staring at the glowing script that pulsed against the crimson cloth. The wild beast within his chest, which had been fed on centuries of pillage and slaughter, was subdued by the weight of ancient majesty; he felt the shame of a rough herdsman standing in the audience hall of a king of kings.
He raised his right hand, which was heavy with rings of raw gold, and waved the executioners back into the shadows. “Let the table be dressed,” the king commanded. “Let the roasted ram be brought upon the brass dishes, and let the white bread be broken with the envoy. For it is written on the old rocks that he who strikes the messenger of the great epic shall have his house pulled down by the sky-rams and his lineage turned into dry dust.”
The Ram-King commanded that Mah-of-the-Well be lifted from the floor and dressed in a mantle of fine mountain wool, restoring her to her brother with thirty mules laden with copper kettles, dry lentils, and ingots of electrum. He set his thumb upon a tablet of soft clay, swearing by the three horns of the great mountain that his runners would never again set their iron hooks into the reed huts of the salt-ditch.
When Jam-of-the-Loom returned to the low country, his people fell upon their faces before him, believing that he had slain the horned giant with an invisible sword. But Jam took the crimson scarf from his breast, folded it within the fragrant leaves of wild laurel, and laid it beneath the stone floor of the village storehouse. He did not become a king, nor did he put on the bronze helmet of a conqueror; he returned to his wooden loom, beating the coarse sheep-fleece with his olive-wood clubs, while his sister Mah twisted the electrum wires into little pins for the women of the river.
Many centuries later, when the stone enclosure had fallen into ruin and the salt-ditch had been swallowed by the great southern marsh, the diggers of the royal city of Banpo found the crimson sash inside a sealed jar of pitch. Though the wool was dry and smelled of old rose petals, the electrum thread still shone like fire in the evening sun, and when a scribe touched his fingers to the cuneiform signs, he wept without knowing why, remembering the words of a language that no man living could read.
Moral of the Story: The iron axe can break the gate of a king, but it only breeds the knife that strikes in the dark; while he who binds himself in the garment of patience, speaking with the elegance of ancient law, may bend the horns of the fierce bull without ever shedding a single drop of blood.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Sash of Utnapishtim
- Classification: Arcane Relic / Mythos Artifact
- Sanity Cost to Attune: 1D4 Sanity points.
- Powers and Mechanics:
- Comprehend Languages (Passive): While worn, the investigator automatically understands any spoken language, although they may not speak it themselves without a successful Language (Own) or Language (Other) roll.
- Diplomatic Insight (Passive): Gives a +20% bonus to Charm, Fast Talk, and Persuade rolls when the investigator is actively trying to de-escalate a conflict or negotiate in good faith.
- Physical Deflection (Warded): The sash provides 1 point of Armor to the torso against mundane physical attacks (bullets, knives, punches). This effect is purely defensive and does not stack with other magical armor.
- Sovereign Call (Active): Once per day, at the cost of 5 Magic Points and 1D6 Sanity, the investigator can speak with overwhelming, ancestral authority for 1 minute. All non-Mythos humanoids within 30 feet who can hear and understand must succeed on a Hard POW check or become passively charmed and unable to initiate violence against the investigator for the duration.
- Side Effects: The user begins to experience vivid dreams of grand, forgotten Persian courts and is increasingly compelled to dress in outdated, ostentatious attire.
Blades in the Dark
The Vizier’s Veil
- Item Type & Quality: Arcane Implement, Rare Artifact (Tier I Quality, 1 Load).
- Keywords: Arcane, Diplomacy, Protection, Cultural.
- Rules and Mechanical Function:
- Aura of Authority (Passive): While worn, gain Potency when you use Sway or Command to negotiate protocol, diffuse hostility, or establish yourself as a figure of authority among non-supernatural groups.
- Linguistic Insight (Passive): You gain Potency to Survey or Study when trying to understand foreign languages, dialects, or esoteric cultural customs.
- Gleam of the Veil (Armor Trait): You may spend a use of your Armor (or Special Armor if applicable) to reduce the harm or complication from a physical attack by narrating a sudden, protective flash of amber light and shifting runes that deflects the blow. This counts as using a piece of gear with the Arcane keyword.
- Invoke the Shahnameh (Pushing Yourself): You may spend 1 Stress to push yourself when performing a social action (Sway, Command, or Consort) that involves ancient lore, history, or formal etiquette. This grants you +1d or Potency to the action, mirroring the effects of the legendary recitation.
Dungeons & Dragons (5th Edition, 2024 Revision)
Persian Diplomatic Scarf
- Item Category: Wondrous Item
- Rarity: Common
- Attunement: Requires Attunement by a creature with an Intelligence score of 10 or higher.
- Properties and Action Economy:
- Courtly Elegance (Passive): While you wear this scarf and are unattuned, you gain a +1 bonus to AC against melee weapon attacks. While attuned, this bonus increases to +1 AC against all attacks, and the scarf functions as a spellcasting focus for any spell you cast that requires verbal components.
- Linguistic Insight (Passive): While attuned, you have advantage on Intelligence (History) checks to recall information about distinct cultures, courtly etiquette, and languages you are not proficient in. Additionally, while attuned, you can understand the spoken words of any creature with an Intelligence of 3 or higher, though you cannot speak back in that language unless you possess the proper feat or feature.
- Activable Magic (Bonus Action): While attuned, you can expend 1 charge to activate one of the following effects:
- Recitation of the Shahnameh: You recite a heroic couplet. Choose one humanoid or beast within 30 feet that can hear you. It must succeed on a DC 13 Wisdom saving throw or be charmed by you for 1 minute or until you or your allies deal damage to it. A creature that succeeds on this saving throw is immune to this effect for 24 hours.
- Aura of Sovereign Presence: Your royal bearing manifests as a faint amber mantel. For 1 minute, you gain a +2 bonus to Charisma (Persuasion) and Charisma (Intimidation) checks.
- Gleam of the Vizier’s Veil: You use a reaction when you are targeted by an attack. You impose disadvantage on the attack roll. If the attack misses, the attacker has disadvantage on its next attack roll until the end of its next turn.
- Charges: The scarf has 3 charges and regains 1d3 expended charges daily at dawn.
Knave (Second Edition)
Sash of the Shahnameh
- Item Slots: Takes up 1 Item Slot.
- Durability: 3 Quality / 3 Item Hit Points.
- Rules and Mechanical Syntax:
- Cultural Insight (Passive): While worn, the bearer has Advantage on all Wisdom saves made to resist being deceived, charmed, or provoked into anger when interacting with peaceful hosts or in domestic settings (such as being a formal hearth-guest).
- Language Comprehension (Passive): While wearing the sash, the wielder understands all spoken languages and patiois, though they cannot speak them without a relevant feat or training.
- Activable Magic (Once Per Rest): The wielder may spend an action to activate one of the following effects, rolled as a single activation for the entire rest.
- 1-2 Recitation of Peace: A humanoid or beast within 40 feet must make a DC 15 Charisma check or become charmed and incapable of violence against the wielder and their allies for 1 hour. Any attack made by the wielder’s allies immediately breaks the charm.
- 3-4 Sovereign Aura: The wielder adds +2 to all social checks (reaction rolls, negotiations) made against organized groups, guards, or officials for the next 10 minutes.
- 5-6 Veil Reaction: When attacked, the wielder may spend their reaction to force the attacker to make a DC 15 Dexterity save. If it fails, the attack roll is made with Disadvantage. If the attack misses, the attacker is Flat-Footed until the start of its next turn.
- Broken: If durabilty is reduced to 0, the sash is destroyed. It cannot be repaired.
Fate Core
Shahnameh’s Diplomatic Scarf
- Aspect: Artifact of the Persian Court
- Stunts:
- Courtly Elegance: Because you are adorned in the Diplomatic Scarf, you gain a +2 to physically defend against attacks to your torso. Additionally, the structured weave of the electrum threads passively deflects hostile strikes, allowing you to use your Rapport or Lore skill to defend against physical attacks that target your torso, provided you can roleplay how your courtly bearing or knowledge of etiquette allows you to anticipate and deflect the blow.
- Linguistic Insight: You can use Rapport or Empathy to understand intent, formal honorifics, and social taboos of sentient creatures speaking an unfamiliar language, provided you listen to them for at least one minute. When you create an advantage using Linguistic Insight, you can invoke the aspect generated for free one additional time.
- Hearth-Guest Sanctuary: Once per session, you can invoke your status as a formal hearth-guest in a settlement where you have been offered hospitality. This gives you a +2 bonus to any social skill checks (Rapport, Deceive, or Provoke) made to resist being manipulated, charmed, or provoked into anger by local courtiers or hostile hosts.
Numenera & Cypher System
Shahnameh’s Mantle
- Level: 1d6
- Form: Long, ornate sash woven from crimson wool and electrum threads.
- Kind: Cypher
- Effect: The user gains several abilities for 24 hours (or until the depletion roll is made).
- Courtly Elegance (Passive): The wearer gains +1 to Armor as a subtle deflection field guides hostile strikes away from vital areas.
- Linguistic Insight (Passive): By listening to sentient creatures speak an unfamiliar language for one minute, the wearer understands their underlying intent, formal honorifics, and social taboos. This grants an asset to any social interaction with those creatures (negotiations, protocol, or diplomatic maneuvers).
- Hearth-Guest Sanctuary (Passive): In any settlement, guildhall, or royal court where the wearer has been formally offered food, drink, or shelter, they gain an asset to any task made to resist being charmed, deceived, or provoked by local residents.
- Active Abilities (Action): The user can trigger one of the following effects as their action:
- Recitation of the Shahnameh: The user recites a couplet from the Shahnameh. A sentient humanoid or monster within 30 feet must make an Intellect defense roll or become charmed toward the user for 10 minutes. The charmed creature sees the user as a distinguished guest and will not take offensive actions against them. This charm ends immediately if the user or their allies take offensive actions against the creature.
- Aura of Sovereign Presence: Animated courtly mantles cast a shimmering amber projection around the user for 1 minute. The wearer gains an asset to any social interaction involving commanding, intimidating, or negotiating with guards, officials, or tribal elders. This effect can only be triggered once before depletion.
- Gleam of the Vizier’s Veil: As a reaction when an enemy within 15 feet makes a melee or ranged attack against the user, the wearer can flick the scarf. Disadvantage is imposed on the attacker’s roll. If the attack misses, the attacker becomes dazed until the end of their next turn.
- Depletion: 1 in 1d20 (check after using any active ability or when the duration ends)
Pathfinder (Second Edition)
Persian Diplomatic Scarf
- Traits: Item 1, Uncommon, Magical, Transmutation
- Usage: Worn (sash); Bulk: L
- Activate: Single Action (Manipulate)
- Statistics and Rules:
- Courtly Elegance (Passive): The scarf provides a +1 item bonus to AC against mundane physical attacks targeting your torso. This bonus is part of the scarf’s ability to subtly deflect hostile strikes.
- Linguistic Insight (Passive): If you listen to a sentient creature speak an unfamiliar language or patois for at least 1 minute, the scarf translates the underlying intent, formal honorifics, and social taboos directly into your Mind’s Eye. You gain a +1 item bonus to all Diplomacy checks made for cultural etiquette, protocol, and ambassadorial negotiations with creatures who speak that language.
- Hearth-Guest Sanctuary (Passive): In any settlement, guildhall, or royal court where you have been formally offered hospitality (food, drink, or shelter), you gain a +1 item bonus to saving throws against being charmed or deceived, and against effects that would provoke you into anger.
- Activate — Recitation: Single Action (Manipulate, Auditory). Recite a couplet of ancient wisdom. A sentient humanoid or monster within 30 feet that can hear you must succeed on a Will save against your Diplomacy DC or be charmed by you for 10 minutes. The target views you as a distinguished guest of high lineage. If you or your allies take offensive actions against the target, this charm ends. A creature that succeeds on its saving throw is immune to the Recitation of this scarf for 24 hours.
- Activate — Sovereign Presence (Once Per Day): Single Action (Concentrate, Manipulate). For 1 minute, the embroidered royal figures visibly animate, casting a shimmering amber projection around you. You gain a +2 item bonus to Diplomacy checks made to command, intimidate, or negotiate with guards, officials, or tribal elders.
- Activate — Vizier’s Veil (Reaction): Single Action (Manipulate). Trigger: An enemy within 15 feet initiates a melee or ranged attack against you. Effect: You flick the trailing edge of the scarf. Disadvantage is imposed on the attacker’s roll. If the attack misses, rose-scented dust scatters into the attacker’s eyes, and the attacker is Flat-Footed until the start of its next turn.
Savage Worlds (Adventure Edition)
Persian Diplomatic Scarf
- Item Type: Minor Arcane Device
- Weight: 1 lb
- Arcane Skill: Persuasion (d6 or character’s skill)
- Power Points: 5 (Recharges 1 point per hour)
- Powers and Edges:
- Courtly Elegance (Passive): Worn across the torso, the scarf provides +1 Armor against mundane physical attacks that target that area, as a passive deflection field subtly guides hostile strikes away from vital points.
- Linguistic Insight (Passive): The wearer understands the underlying intent, formal honorifics, and social taboos of sentient creatures speaking an unfamiliar language, provided they listen to them for at least one minute. This insight grants a +1 bonus to all social skill checks (Persuasion, Intimidation, or Taunt) made for cultural etiquette, protocol, and ambassadorial negotiations.
- Hearth-Guest Sanctuary (Passive): In any settlement, guildhall, or royal court where the wearer has been formally offered hospitality (food, drink, or shelter), they gain a +2 bonus to Vigor and Spirit rolls made to resist being charmed, deceived, or provoked into anger by local hosts or hostile courtiers.
- Active Abilities (Action): The wearer can activate one of the following powers as their action.
- Puppet (Recitation): (3 Power Points). Reciting ancient verses, the user can charm a humanoid or beast within 12” (24 yards) to view the user as a distinguished guest. The target makes a Spirit roll (-2 if the user rolled a raise on their Persuasion check). On a success, the target is Charmed for 10 minutes (or until the user or their allies take an offensive action).
- Aura (Sovereign Presence): (2 Power Points). The animated royal figures visibles project an amber courtly mantle around the wearer for 1 minute. The wearer gains a +2 bonus on intimidation and persuasion checks made against guards, officials, or tribal elders.
- Deflection (Vizier’s Veil): (Reaction). Trigger: An enemy within 15 feet makes a melee or ranged attack against the wearer. Effect: The user spends 1 Power Point to flick the scarf. The attack roll is made with a -2 penalty (-4 with a raise on the Persuasion check). If the attack misses, rose-scented dust scatters into the attacker’s eyes, making them Flat-Footed until the start of their next turn.
Shadowrun (Sixth World Edition)
The Shahnameh Diplomatic Sash (Enchanted Sustenance & Warding Focus)
- Item Type: Enchanted Qi / Sustenance Focus (Clothing / Accessory)
- Focus Rating: 1
- Concealability: -2 (Appears as high-fashion ceremonial evening wear)
- Availability: 3 (Uncommon / Diplomatic Collector)
- Cost: 12,000 Nuyen
- Mechanical Profile and Statistics:
- Courtly Deflection (Passive): Worn across the torso, the sash’s electrum thread lattice weaves an electrostatic and subtle mana barrier. The wielder gains +1 to Defense Rating against physical melee and projectile attacks.
- Linguistic Insight (Passive): By listening to an unfamiliar dialect, patois, or foreign corporate code for at least 1 minute, the wearer receives an intuitive translation of intent and social taboos. The character gains a +1 dice pool bonus to Con, Influence, and Negotiation tests when interacting with members of that subculture or faction.
- Hearth-Guest Sanctuary (Passive): In any corporate enclave, safehouse, or social venue where hospitality has been formally extended (food, drink, or designated lodging accepted), the wearer receives a +2 dice pool bonus on tests to resist social manipulation, mental manipulation spells, or attempts to provoke aggressive responses.
- Awakened Abilities and Activation:
- Recitation of Sovereign Peace (Major Action): The wearer spends a Major Action to recite an epic couplet. One sentient humanoid within Near range (up to 10 meters) must make a Willpower + Intuition test against the wielder’s Charisma + Influence. If the wielder achieves more net hits, the target suffers the Charmed status effect toward the wearer for 10 minutes, viewing them as an envoy of distinguished status and refusing to initiate violence unless attacked. This ability inflicts 2 points of unresisted Stun Drain on the wielder.
- Aura of Sovereign Presence (Minor Action): The wielder channels mana to illuminate the embroidered figures into a shimmering, three-foot amber projection. For 1 minute, the character gains a +2 dice pool bonus on Intimidation and Leadership tests against guards, corporate suits, or gang bosses. This ability can be used once per run.
- Gleam of the Vizier’s Veil (Anytime / Reaction): When targeted by an attack from an enemy within 5 meters, the wearer snaps the edge of the scarf. This imposes a -2 dice pool penalty on the incoming attack test. If the attack fails to hit, aerosolized rose-scented dust scatters into the attacker’s line of sight, inflicting the Distracted status effect on the attacker until the end of their next turn.
Starfinder (Second Edition)
Shahnameh Diplomatic Scarf
- Item Level: 1
- Price: 260 Credits
- Bulk: Light
- Usage: Worn (sash/shoulder)
- Traits: Magical, Abjuration, Tech-Hybrid, Fashion
- Item Statistics and Operational Syntax:
- Courtly Deflection (Passive): The electrum-interwoven crimson wool generates a subtle kinetic dampening field around the torso. While worn and attuned, you gain a +1 item bonus to Kinetic Armor Class (KAC) against physical attacks.
- Linguistic Insight (Passive): Listening to a sentient creature speak an unfamiliar language, local planetary dialect, or alien argot for 1 minute allows the scarf to translate its subtext, honorifics, and cultural taboos directly into your comm-suite or consciousness. You gain a +1 item bonus to Diplomacy checks made to negotiate protocols, parley, or decipher cultural customs.
- Hearth-Guest Sanctuary (Passive): While inside a settlement, space station, or embassy where you have formally accepted food, drink, or lodging from the host, you gain a +2 item bonus to saving throws against the Charmed, Frightened, or Controlled conditions originating from local inhabitants.
- Activate — Recitation of the Shahnameh (Single Action — Auditory, Mental): You speak a verse of ancient courtly kings. One creature within 30 feet that can hear you must make a Will saving throw against your class DC or spell DC. On a failure, the creature is Charmed by you for 10 minutes, viewing you as an honored diplomat. The condition ends immediately if you or your allies take hostile action against it. Once a creature succeeds on this save, it is immune to the scarf’s recitation for 24 hours.
- Activate — Sovereign Presence (Single Action — Concentrate, Manipulate; 1/Day): You cause the embroidery to flare into an amber holographic mantle for 1 minute. You gain a +2 item bonus to Intimidation and Diplomacy checks made to command, parley with, or request passage from sentries, bureau officials, and station authorities.
- Activate — Vizier’s Veil (Reaction — Manipulate): Trigger: A creature within 15 feet targets you with a melee or ranged attack. Effect: You flick the trailing crimson fabric, flashing geometric amber runes across the incoming vector. The triggering attack takes a -2 circumstance penalty to its attack roll. If the attack misses, the attacker becomes Off-Guard until the start of its next turn as shimmering rose dust disrupts its optics or vision.
Traveller (Mongoose Second Edition)
Pre-Collapse Cultural Diplomatic Sash: The Shahnameh Weave
- Item Type: Advanced Diplomatic Accessory / TL-13 Sub-Molecular Kinetic Sash
- Mass: 0.5 kg
- Tech Level: TL-13 (Archaeological Specialty)
- Base Value: Cr 24,000 (Diplomatic Corps Specimen / High-End Antiquity)
- System Characteristics and Rules Profile:
- Kinetic Deflection Lattice (Passive): Woven with high-density electrum filaments, the sash disperses low-velocity ballistic and kinetic impacts across the chest. It provides +1 Armor to the torso, stacking with light vacc suits, mesh, or cloth armor.
- Linguistic and Cultural Decoder (Passive): Embedded micro-resonators analyze foreign speech cadence and non-verbal posture. After 1 minute of exposure to an unfamiliar sophont language, regional patois, or station dialect, the wearer gains a +1 DM to Diplomat, Advocate, and Carouse checks when observing social protocols and avoiding cultural offenses.
- Sanctuary Resonator (Passive): In any facility, naval mess, or starport habitat where the wearer has formally accepted hospitality (shared rations or official quarters), internal dampeners protect against emotional disruption. The wearer receives a +2 DM to Endurance or Willpower checks to resist coercion, psychological provocation, or truth-drug influence.
- Vocal Projection Array (Active — Major Action): The operator vocalizes through the harmonic weave of the collar, engaging sub-audible frequencies that project an air of ancient, indisputable lineage. One sophont within 10 meters must succeed on an Average (8+) Willpower or Social Standing check. On a failure, the target becomes non-hostile, treating the wearer as an accredited diplomatic representative for 10 minutes unless an aggressive action is taken against them.
- Holographic Mantle (Active — Minor Action): The scarf projects a three-foot amber ceremonial aura for 1 minute. The user gains a +2 DM to Leadership or Persuade checks made against starport guards, customs officials, or local law enforcement. Usable once per standard day.
- Veil Chaff Pulse (Reaction): When an attacker within 5 meters initiates a melee attack or unholsters a sidearm, the user whips the edge of the sash. The device discharges a cloud of micro-fine reflective chaff and an electromagnetic blink that imposes a -2 DM penalty on the attacker’s check. If the attack misses, the attacker suffers a -1 DM on all tasks until the end of their subsequent round due to impaired vision.
Warhammer (Warhammer 40,000 Roleplay: Wrath & Glory)
The Shahnameh Diplomatic Scarf
- Tier: 1
- Value: 4 (Rare Imperial / Voidfarer Relic)
- Keywords: Imperium, Noble, Administratum, Rogue Trader, Relic
- Rules Profile and Mechanical Syntax:
- Courtly Ward (Passive): While worn diagonally across the torso, the micro-woven electrum thread array creates a kinetic refraction field. The wearer gains +1 Resilience against melee, solid-projectile, and shrapnel attacks targeting the body.
- Linguistic Insight (Passive): After spending 1 minute listening to unfamiliar Low Gothic dialects, planetary accents, or xenos-influenced patois, the wearer gains a +1 bonus die to all Fellowship (Persuasion) and Scholar (Intrigue) tests made to maintain protocol and observe regional etiquette.
- Sanctuary of the Guest (Passive): While present in an estate, orbital spire, or mess hall where the wearer has formally broken bread or shared drinks with the hosts, the scarf reinforces mental focus, granting a +2 bonus die to Resolve tests made to resist manipulation, seduction, or intimidation.
- Recitation of Ancient Law (Combat Action): The bearer recites an ancient royal decree through the resonant cloth. One non-Troop target within Short range (10 meters) that can hear the recitation must make an opposed Willpower test against the wielder’s Fellowship (Persuasion). If the wielder succeeds, the target suffers the Charmed condition toward the wielder for 10 minutes, refusing to direct attacks at the bearer unless fired upon.
- Sovereign Mantle (Simple Action, 1/Encounter): The electrum script flashes with holy amber radiance, projecting a halo of regal authority around the bearer for 1 minute. The bearer gains +2 bonus dice to Fellowship (Leadership) and Strength (Intimidation) tests against soldiers, planetary enforcers, and deck-hands.
- Gleam of the Vizier’s Veil (Reaction): When targeted by a melee or ranged attack from an enemy within 5 meters, the wearer snaps the embroidered hem into the strike vector. The incoming attack suffers a +2 DN penalty to hit. If the attack fails, shimmering rose dust blinds the enemy, inflicting the Hindered (1) condition on the attacker until the end of their next turn.
