Al-Qadim
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Al-Qadim is a
campaign setting A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A '' campaign'' is a series of individual adventures, and a ''campaign setting'' is the world in which such adventures and c ...
for the ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
''
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which was developed by
Jeff Grubb Jeff Grubb (born August 27, 1957) is an author who writes novels, short stories, and comics and a computer and role-playing game designer in the fantasy genre. Grubb worked on the ''Dragonlance'' campaign setting under Tracy Hickman, and the ...
with
Andria Hayday Andria Hayday is a game designer who has worked primarily on role-playing games. Career Between 1983 and 1984, approximately 200 people left TSR as a result of multiple rounds of layoffs; as a result Andria Hayday joined CEO John Rickets, as w ...
for TSR, Inc., and was first released in 1992. Al-Qadim uses ''
One Thousand and One Nights ''One Thousand and One Nights'' ( ar, أَلْفُ لَيْلَةٍ وَلَيْلَةٌ, italic=yes, ) is a collection of Middle Eastern folk tales compiled in Arabic during the Islamic Golden Age. It is often known in English as the ''Arabian ...
'' as a theme and is set in the land of Zakhara, called the ''Land of Fate''. Thematically, the land of Zakhara is a blend of the historical Muslim Caliphates, the stories of legend, and a wealth of
Hollywood Hollywood usually refers to: * Hollywood, Los Angeles, a neighborhood in California * Hollywood, a metonym for the cinema of the United States Hollywood may also refer to: Places United States * Hollywood District (disambiguation) * Hollywoo ...
cinematic history. Zakhara is a peninsula on the continent of Faerûn in the world of Toril, the locale of the
Forgotten Realms ''Forgotten Realms'' is a campaign setting for the '' Dungeons & Dragons'' (''D&D'') fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as ...
campaign setting, although Al-Qadim is designed to stand on its own or be added to any existing campaign setting. The basic campaign setting was divided between two game products: '' Al-Qadim: Arabian Adventures'', a sourcebook describing character creation rules, equipment, and spells unique to the setting, and '' Al-Qadim: Land of Fate'', a boxed set describing the land of Zakhara, with separate sourcebooks for the players and the Dungeon Master.


Publication

The first ''Al-Qadim'' product, '' Arabian Adventures'', was released in 1992. ''Arabian Adventures'' presents only the basic rules for playing a D&D game set in a general Arabian setting, much like the '' Oriental Adventures'' book. The specific details of the setting are dealt with in later publications. The ''Al-Qadim'' setting was designed with a limited scope, and was intended as a two-year project that was extended one more year beyond that because of its popularity. Shannon Appelcline commented on Al-Qadim's 1992 release as "an Arabic setting that ended up placed in the southern Forgotten Realms. Like the other games of this period it had a strong artistic design, here overseen by Andria Hayday. The 'cultural book' as Grubb called it – trying to suggest that it was an Oriental Adventures like release, rather than a full-blown campaign – was well received. Grubb would later say that was because they had managed to hide the setting's potential from 'the suits'."


Important concepts

There are a number of important concepts to the Zakharan culture including honor, family, social station, purity, piety, and hospitality. Zakharan society is broken into two main divisions: * Al-Badia: The nomadic desert people. * Al-Hadhar: The city people. Zakhara's society is made up mainly of humans, but demihumans such as
elves An elf () is a type of humanoid supernatural being in Germanic mythology and folklore. Elves appear especially in North Germanic mythology. They are subsequently mentioned in Snorri Sturluson's Icelandic Prose Edda. He distinguishes ...
and dwarves are present in the setting as well, as well as humanoids such as orcs, goblinoids, and ogres. Unlike most settings, there is practically no racial disharmony in Zakhara: humans, elves, and orcs alike share the same culture, lifestyle, and social status, and races traditionally considered evil savages, such as goblins, are instead valued members of society. The nomadic Al-Badia are predominantly human, whereas the Al-Hadhar possess greater diversity. The nomads and city-dwellers, humans and non-humans alike are all united as a single culture under a single religion (a polytheistic
pastiche A pastiche is a work of visual art, literature, theatre, music, or architecture that imitates the style or character of the work of one or more other artists. Unlike parody, pastiche pays homage to the work it imitates, rather than mocking i ...
of
Islam Islam (; ar, ۘالِإسلَام, , ) is an Abrahamic monotheistic religion centred primarily around the Quran, a religious text considered by Muslims to be the direct word of God (or '' Allah'') as it was revealed to Muhammad, the ...
) and as subjects of the
caliph A caliphate or khilāfah ( ar, خِلَافَة, ) is an institution or public office under the leadership of an Islamic steward with the title of caliph (; ar, خَلِيفَة , ), a person considered a political-religious successor to th ...
; the entire continent is effectively a single empire, although different regions, city-states, and tribes have unique local cultures. Not all inhabitants of Zakhara belong to the shared culture, however: there are many tribes of pagan human barbarians who reject the Law of the Loregiver and the worship of the Pantheon, and certain monstrous races—including the yuan-ti, the vile yak-men (or yikaria as they call themselves), and most
giants A giant is a being of human appearance, sometimes of prodigious size and strength, common in folklore. Giant(s) or The Giant(s) may also refer to: Mythology and religion *Giants (Greek mythology) *Jötunn, a Germanic term often translated as 'gi ...
—dwell apart in their own societies. The people of Zakhara speak and write a common language called ''Midani'' (represented by
Arabic Arabic (, ' ; , ' or ) is a Semitic language spoken primarily across the Arab world.Semitic languages: an international handbook / edited by Stefan Weninger; in collaboration with Geoffrey Khan, Michael P. Streck, Janet C. E.Watson; Walter ...
). Zakhara has a wide variety of gods, but all recognize the power of Fate. Fate may cast down the mightiest sultan or raise up the meanest beggar. None can agree on her nature, whether the mother of the gods or an elemental force. All acknowledge her power, however. In ''Dungeons & Dragons'' game terms, Fate is not given statistics, spells, or priesthoods as are most deities. In the distant past, a woman known only as the Loregiver penned the scrolls that clearly laid out the laws of the land, some say guided by the hand of Fate. The wisdom of this Lore was immediately recognized and became the basis of law in Zakhara. The vast majority of Al-Hadhar and most Al-Badia are Enlightened in the way of the Loregiver.


Characters

Player character A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
s in the Al-Qadim setting can choose from any of a number of character types. Al-Qadim uses the concept of character kits, a more rigid layer atop the traditional ''Dungeons & Dragons''
character classes In tabletop games and video games, a character class is a job or profession commonly used to differentiate the abilities of different game characters. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, ...
. These kits are generally available to all characters, with certain restrictions based on the race of the character. All standard races are present, including
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,
elves An elf () is a type of humanoid supernatural being in Germanic mythology and folklore. Elves appear especially in North Germanic mythology. They are subsequently mentioned in Snorri Sturluson's Icelandic Prose Edda. He distinguishes ...
, dwarves, half-elves,
gnomes A gnome is a mythological creature and diminutive spirit in Renaissance magic and alchemy, first introduced by Paracelsus in the 16th century and later adopted by more recent authors including those of modern fantasy literature. Its character ...
, and halflings, although they do not suffer many of the racial
prejudices Prejudice can be an affective feeling towards a person based on their perceived group membership. The word is often used to refer to a preconceived (usually unfavourable) evaluation or classification of another person based on that person's perc ...
traditional to most Dungeons & Dragons campaign settings. Non-human characters are rarer than they are in other traditional Dungeons & Dragons settings, including the rest of Toril. The '' City of Delights'' accessory suggests goblins, hobgoblins, kobolds, lizard men, ogres, half-ogres, orcs, and half-orcs as appropriate PC races as well. Standard classes allowed include all the classes from the player's handbook except specialty
priests A priest is a religious leader authorized to perform the sacred rituals of a religion, especially as a mediatory agent between humans and one or more deities. They also have the authority or power to administer religious rites; in particu ...
(including
druids A druid was a member of the high-ranking class in ancient Celtic cultures. Druids were religious leaders as well as legal authorities, adjudicators, lorekeepers, medical professionals and political advisors. Druids left no written accounts. Whi ...
) and specialist wizards. Kits described in the core campaign setting are as follows:


Warriors

* Askar: citizen warriors * Corsair: swashbuckling seaborne warriors * Desert Rider: nomadic fighters who ride horses and camels across the desert * Faris: holy warriors fighting for their faith and their people * Mamluk: slave warriors noted for the special tattoos they wear * Mercenary Barbarian: warriors from abroad who come to fight for money, fame, or power * Outland Warrior: fighters truly foreign to the land of Zakhara


Wizards

* Elemental Mage: masters of one of the four elements: ''sand'' (
earth Earth is the third planet from the Sun and the only astronomical object known to harbor life. While large volumes of water can be found throughout the Solar System, only Earth sustains liquid surface water. About 71% of Earth's sur ...
), ''sea'' (
water Water (chemical formula ) is an inorganic, transparent, tasteless, odorless, and nearly colorless chemical substance, which is the main constituent of Earth's hydrosphere and the fluids of all known living organisms (in which it acts as ...
), ''flame'' (
fire Fire is the rapid oxidation of a material (the fuel) in the exothermic chemical process of combustion, releasing heat, light, and various reaction products. At a certain point in the combustion reaction, called the ignition point, flames ...
), or ''wind'' (
air The atmosphere of Earth is the layer of gases, known collectively as air, retained by Earth's gravity that surrounds the planet and forms its planetary atmosphere. The atmosphere of Earth protects life on Earth by creating pressure allowing f ...
) * Sha' ir: wizards whose magic centers on genies and is aided by their familiars, ''gens'' (minor genies) * Sorcerer: the most common wizards in Zakhara, who deal with two elemental forces * Ajami: outland wizards from beyond the Land of Fate Additional wizard kits are presented in the Complete Sha'ir's handbook, which include the Astrologer, Clockwork Mage, Digitalogist, Ghul Lord, Jackal, Mageweaver, Mystic of Nog, and Spellslayer.


Rogues

* Sa'luk: free men or women who follow their own path * Barber: experts in the ways of the bazaar and the city * Beggar-Thief: often overlooked, they can go places others would be noticed * Holy Slayer: assassins working for an assassin order * Matrud: tribal cast outs making their own way in the Land of Fate * Merchant-Rogue: masters of the mercantile arts who carry their trade from town to town * Rawun: the story-tellers and bards of Zakharan society


Priests

* Pragmatist: the most liberal and common of all priests who try to adapt their faith to the everyday world * Ethoist: conservative priests who promote a particular path * Moralist: the most conservative and intolerant among the priests * Hakima: wise women who serve as valuable advisers to the outer tribes * Kahin: the idol-priests of Zakhara, often champions of nature * Mystic: eremitic priests who tend to visit populous centers to deliver prophetic pronouncements * Outland Priest: priests who follows a faith foreign to the Land of Fate Additional kits are presented in the "Scimitars Against the Dark" article in ''Dragon'' #198. These include the Priest Defender (Priest) and Sungazer (Wizard). In addition, the Tomb Robber (Rogue) is adapted from the Burglar kit.


Expansion products

Al-Qadim had a number of support products released before the line came to an end. These include: Accessories: * '' Al-Qadim: Arabian Adventures'' - TSR #2126 (1992) * ''Monstrous Compendium: Al-Qadim Appendix'' - TSR #2129 (1992) * '' The Complete Sha'ir's Handbook'' - TSR #2146 (1994) Boxed Sets: * '' Al-Qadim: Land of Fate'' - TSR #1077 (1992) * '' City of Delights'' - TSR #1091 (1993) Adventure Boxes: * ALQ1 ''
Golden Voyages ''Golden Voyages'' is an accessory for the 2nd edition of the ''Advanced Dungeons & Dragons'' fantasy role-playing game, published in 1992. Contents In ''Golden Voyages'', the player characters are cast adrift on the Crowded Sea, then sent on sid ...
'' - TSR #9366 (1992) * ALQ2 '' Assassin Mountain'' - TSR #9431 (1993) * ALQ3 '' A Dozen and One Adventures'' - TSR #9432 (1993) * ALQ4 '' Secrets of the Lamp'' - TSR #9433 (1993) * '' Ruined Kingdoms'' - TSR #9440 (1994) * '' Cities of Bone'' - TSR #9467 (1994) * '' Corsairs of the Great Sea'' - TSR #9449 (1994) * '' Caravans'' - TSR #9459 (1994) Adventure Module: * ''Reunion'' - TSR #9584 (1998)


V3.5 edition material

* Sha' ir core class (in ''Dragon'' 315) * Barber, Corsair, Holy Slayer, and Mamluk prestige classes (in ''Dragon'' 321)


See also

*'' Al-Qadim: The Genie's Curse'' − a computer adaptation *
Abeir-Toril Abeir-Toril is the fictional planet that makes up the '' Forgotten Realms'' ''Dungeons & Dragons'' campaign setting, as well as the Al-Qadim and Maztica campaign settings and the 1st edition version of the Oriental Adventures campaign setting. Th ...
− the fictional planet where the Al-Qadim,
Forgotten Realms ''Forgotten Realms'' is a campaign setting for the '' Dungeons & Dragons'' (''D&D'') fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as ...
, and Oriental Adventures campaign settings take place *'' Arabian Nights (Magic: The Gathering)''


References


External links


Al-Qadim art gallery
Al-Qadim product list * - the Al-Qadim campaign setting is covered there as a part of Toril * {{D&D topics Dungeons & Dragons campaign settings Forgotten Realms