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Al-Qadim is a
campaign setting A campaign setting is a setting for a tabletop role-playing game or wargame campaign. Most campaign settings are fictional worlds; however, some are historical or contemporary real-world locations. A '' campaign'' is a series of individual adve ...
for the ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical ...
''
role-playing game A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out ...
which was developed by
Jeff Grubb Jeff Grubb (born August 27, 1957) is an author of novels, short stories, and comics, as well as 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 for TSR, Inc., and was first released in 1992. Al-Qadim uses ''
One Thousand and One Nights ''One Thousand and One Nights'' (, ), is a collection of Middle Eastern folktales compiled in the Arabic language during the Islamic Golden Age. It is often known in English as ''The Arabian Nights'', from the first English-language edition ( ...
'' 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) * Hollywood ...
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 as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setti ...
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 (: elves) is a type of humanoid supernatural being in Germanic folklore. Elves appear especially in North Germanic mythology, being mentioned in the Icelandic ''Poetic Edda'' and the ''Prose Edda''. In medieval Germanic-speakin ...
and dwarves are present in the setting as well, as well as humanoids such as orcs,
goblinoid A goblin is a small, grotesque, monstrous humanoid creature that appears in the folklore of multiple European cultures. First attested in stories from the Middle Ages, they are ascribed conflicting abilities, temperaments, and appearances dep ...
s, 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 ...
of
Islam Islam is an Abrahamic religions, Abrahamic monotheistic religion based on the Quran, and the teachings of Muhammad. Adherents of Islam are called Muslims, who are estimated to number Islam by country, 2 billion worldwide and are the world ...
) and as subjects of the
caliph A caliphate ( ) is an institution or public office under the leadership of an Islamic steward with Khalifa, the title of caliph (; , ), a person considered a political–religious successor to the Islamic prophet Muhammad and a leader of ...
; 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 'g ...
—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 Central Semitic languages, Central Semitic language of the Afroasiatic languages, Afroasiatic language family spoken primarily in the Arab world. The International Organization for Standardization (ISO) assigns lang ...
). Zakhara has a wide variety of gods, but all recognize the power of Fate, who 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, but all acknowledge her power. In ''Dungeons & Dragons'' game terms, Fate is not given statistics, spells, or priesthoods as are most deities. This pantheon includes Hajama, Hakiyah, Haku, Jauhar, Jisan, Kor, Najm, Selan, and Zann, as well as local deities and demigods such as Bala, Ragarra, and Vataqatal. 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 (arts), 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 tha ...
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. These kits are generally available to all characters, with certain restrictions based on the race of the character. All standard races are present, including
humans Humans (''Homo sapiens'') or modern humans are the most common and widespread species of primate, and the last surviving species of the genus ''Homo''. They are Hominidae, great apes characterized by their Prehistory of nakedness and clothing ...
,
elves An elf (: elves) is a type of humanoid supernatural being in Germanic folklore. Elves appear especially in North Germanic mythology, being mentioned in the Icelandic ''Poetic Edda'' and the ''Prose Edda''. In medieval Germanic-speakin ...
, dwarves, half-elves, gnomes, and halflings, although they do not suffer many of the racial
prejudices Prejudice can be an affect (psychology), affective feeling towards a person based on their perceived In-group and out-group, social group membership. The word is often used to refer to a preconceived (usually unfavourable) evaluation or classifi ...
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 particular, ...
(including
druids A druid was a member of the high-ranking priestly class in ancient Celtic cultures. The druids were religious leaders as well as legal authorities, adjudicators, lorekeepers, medical professionals and political advisors. Druids left no wr ...
) 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 Planetary habitability, harbor life. This is enabled by Earth being an ocean world, the only one in the Solar System sustaining liquid surface water. Almost all ...
), ''sea'' (
water Water is an inorganic compound with the chemical formula . It is a transparent, tasteless, odorless, and Color of water, nearly colorless chemical substance. It is the main constituent of Earth's hydrosphere and the fluids of all known liv ...
), ''flame'' (
fire Fire is the rapid oxidation of a fuel in the exothermic chemical process of combustion, releasing heat, light, and various reaction Product (chemistry), products. Flames, the most visible portion of the fire, are produced in the combustion re ...
), or ''wind'' (
air An atmosphere () is a layer of gases that envelop an astronomical object, held in place by the gravity of the object. A planet retains an atmosphere when the gravity is great and the temperature of the atmosphere is low. A stellar atmosph ...
) * 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'' - 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 − 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 as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setti ...
, 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