Throughout the adventure, the PCs will find hints regarding an ancient order known as the Templars of the Five Winds. When such an event occurs, give the PCs an opportunity to make a Knowledge (religion), Knowledge (history), or bardic knowledge check to learn more about the group.
Level 3: The Templars of the Five Winds were a group of five powerful genies from antiquity. They have not been heard from in centuries, but travelers in the northern reaches of Katapesh and the southern bounds of Osirion still sometimes attribute miracles or victories to their guidance.
Level 4: Legend tells that the Templars of the Five Winds defeated a great evil hundreds of years ago near Pale Mountain in the Brazen Peaks, a pinnacle not very far from the village of Kelmarane. Each Templar was associated with a specific aspect of the wind, and each wielded a distinct, highly potent magic weapon.
Level 5: The Templars of the Five Winds were said to be particular enemies of the cult of Rovagug, god of destruction, and many tales of their triumphs recount battles against the spawn of that vile religion. The templars themselves are jann, mortal genie-spirits dedicated to no particular element. For some reason, these jann cannot die, though none have been seen in centuries.
Level 6: The Templars once consisted of six genies. One of the Templars was lost though no one knows why or how. Speculation say that the lost genie became an enemy of the remaining Templars.
Level 7: The Templars of the Five Winds served a powerful djinni princess named Nefeshti, a great genie noble whose designs upon Osirion and Katapesh have had good and bad consequences. The Song of Edrehu suggests that the Templars’ immortality came from a powerful wish uttered by Nefeshti in antiquity, stating that so long as the warriors retained her favor, they would live forever. This result also grants the names and associated weapons of the five Templars, but not the additional information given for each Templar mentioned below.
Anhur: Anhur was once the part of the Templars though he was not a Janni but a Djinn, younger brother to Nefeshti. He represented the calming wind from all directions. Also known as the Lost Wind he disappeared long ago. He wielded a whip that harnessed a slashing wind named Miltemi. He was replaced by Zayifid.
Davashuum (The Jackal’s Price, The Final Wish): Davashuum is an amoral and deadly creature that served Nefeshti as an executioner and, in dire extremes, as an assassin. He represents the fury of winds from all directions and wields a powerful quarterstaff named Tempest.
Kardswann (Howl of the Carrion King): A scout and traveler of the planes, Kardswann’s weapon is an elaborate greataxe named Vendaval, and he represents the south wind, the most well-traveled and worldly of the winds. He is currently under the mental domination of Xulthos, a daemon imprisoned in the crypt below Kelamarane’s ruined church of Sarenrae.
Pazhvann (The Jackal’s Price): Pazhvann is Nefeshti’s advisor and spiritual guide. He represents the east wind, upon which the whispers of the gods and the advice of elders is carried. His weapon is a tremendous burning flail named Sorocco.
Vardishal (Howl of the Carrion King): A general of Nefeshti’s armies, Vardishal’s spirit resides in the monastery laboratory. He wielded a power artifact named Blizzard, and in life he represents the north wind, a wind said to carry the battle cries of all armies.
Zayifid (House of the Beast): Nefeshti’s spy and diplomat, Zayifid was a messenger and spy. He represents the west wind, upon which secrets thought hidden were carried. His weapon is a delicate but razor-sharp scimitar named Zephyr.