Average Rating 9 ratings Ride a magic carpet to a land of a thousand and one adventures! Visit spired cities, lush oases, and mysterious isles set in glittering seas. Meet sultans and sheikhs. See genies and giants. Discover a trove of new magical treasures! Whether your character starts from the compatible Forgotten Realms game setting or begins the journey elsewhere, this product contains everything a bold adventurer needs to explore the exotic AL-Qadim campaign world.
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These include the Forgotten Gods of Nog and Kadar, the Cold Gods of the Elements Akadi , Grumbar , Istishia , Kossuth , the gods of unenlightened Zakharan cultures such as the Hill Tribes and the islanders of the Crowded Sea, and the Ajami Foreign Gods - the gods whose faith has been carried to Zakhara by migrants from other lands, predominantly Gond , Helm called "Helam" by confused Zakharans and Clangeddin Silverbeard whose diminishing worship amongst Zakharan gods has seen him renamed "Clang".
The unusual nature of the zakharan pantheon has led to two distinct faiths of note; the Temple of Ten Thousand Gods and the League of the Pantheon, or the Pantheist League.
The Ten Thousand Gods Temple takes the polytheistic inclinations of the Zakharans to the extreme; they worship ALL gods, interchangeably and commmunally. Their holy ideal is acceptance; their ethos is that all deities are merely facets of the same divine force. As such, their holy principles are simple: The gods are aspects of a greater holy power.
Men and women, elves, half-elves, dwarves, and other creatures - all these mortal beings mirror the diversity of that divine power. All are touched by the same holy radiance. Accept your brothers and sisters. Think well of them and treat them kindly, for they, like you, are divine. The Pantheist League is a comparatively small, but powerful, cult which has come to dominate a cluster of cities on the Crowded Sea and along the easten side of the Golden Gulf.
They practice a combination of a very fundamentalist view of the common Zakharan faith and a their own unique pantheon; they recognize only the Greater Gods Hajama, Kor, Najm and Selan as "true" gods, alongside their own self-claimed "Greater" God, a local deity named Jauhar. Hidebound, moralist and dangerous conservative, their ethos preachs a combination of moral superiority and strength through unity: Only by gathering together, and by combining the best talents of the group, can we succeed.
Trust your foes to be jealous of your accomplishments. The gods of the Pantheon are the only true gods. All other so-called deities are common creations, and their followers must be "enlightened". Excessive actions may be excused by excessive circumstances. Traditional enmities like those held between dwarves or elves with goblinoids have been forgotten, washed away by the culture of enlightenment.
As such, many traditionally "evil" races are found as respected, integrated members of society, meaning that Zakhara works well when paired with The Complete Book of Humanoids. Still, there are some useful things to glean. The Land of Fate splatbook calls out orcs , kobolds , ogres , hobgoblins , lizardfolk and gnolls as commonly found throughout Zakhara, with merfolk and locathah being similarly common in the port cities. Likewise, the City of Delights splatbook describes the city of Huzuz hosting more unusual creatures, which are certainly justifiable as adding to the PC list: half-orcs , half-ogres , ogre magi , centaurs , minotaurs , wemics , aarakocra , and kenku.
Said books also state that Zakhara is home to many civilized giants , of which the most familiar are hill giants, stone giants, and trolls. The core trinity officially, core duo, but everybody considers City of Delights to be a third corebook consist of Arabian Adventures, Land of Fate and City of Delights, whilst the rest expanded upon the setting in various ways.
It also covers building characters, most notably how to adjust races to reflect the unique cultural aspects and prohibited characters, an assortment of new kits , proficiencies and equipment, and new spells, and new setting-related rules, such as calling upon fate, the evil eye, survival in the desert, and how to handle armor vs.
Land of Fate acts as the campaign setting, exhaustively examining the different city states and expanding upon cultural aspects, including religion. This boxset is considered most useful for its aside on optional humanoid PCs, providing some slightly tweaked rules for playing goblinoid , kobold , lizardfolk , orc and ogre and their half-breed progeny PCs. These rules are incomplete, still mandating access to The Complete Book of Humanoids for basic stats, but do expand their classes by comparison.
What Happened to it? Dragon also had several prestige classes.
Monstrous Compendium Al-Qadim Appendix
The specific details of the setting are dealt with in later publications. The Al-Qadim setting was designed to be limited in scope, and was conceived as a two-year project. Due to its popularity, it was extended by an extra year. Like the other games of this period it had a strong artistic design, here overseen by Andria Hayday. Zakharan society is broken into two main divisions: Al-Badia: The nomadic desert people. Al-Hadhar: The city people. 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.