The most creative of these, the signature class of the Al-Qadim world, remains relationship between the Arabian Nights adventures and standard AD&D her: TSR. AL QADIM: A Dozen and One Adventures (AD&D 2nd Edition Fantasy Roleplaying) [Steven Kurtz] on *FREE* shipping on qualifying offers. ADVANCED DUNGEONS &DRAGONS, FORGOTTEN REALMS, and AD&D are registered AL-QADIM and the TSR logo are trademarks owned by TSR, Inc.
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Not all inhabitants of Zakhara belong to the shared culture, however: The people ad d al qadim Zakhara speak and write a common language called Midani represented by Arabic. Zakhara has a wide variety of godsbut all recognize the power of Fate.
Al-Qadim - 1d4chan
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 ad d al qadim campaign — was well received.
Grubb would later say that was because they had managed to hide the setting's potential from 'the suits'.
This adventure sourcebox contains a page booklet of 13 adventures, a page campaign ad d al qadim describing Muluk, the northern lands, and several new magical items, a poster map of Muluk and Krak al-Niraan, six map cards, and four Monstrous Compendium insert pages featuring NPCs.
From the Citadel of Ice and Steel to the Great Dismal Delve, the works of geniekind are as wondrous as they are magnificent.
Tour the City of Brass, from its golden towers to its brazen streets, foil the evil yak men and their dao servants, travel on the desert whirlwinds of the jann. Player characters will discover wildly different adventures as they sail from place to place. The MC sheets are: The slayers carry out the orders of their Grandfather assassin, never questioning his wisdom or direction.
Tour ad d al qadim City of Brass, from its golden towers to its brazen streets, foil the evil yak men and their dao servants, travel on the desert whirlwinds of the jann.
Learn the legends and secres history of the genies, their cities, their foibles, and their feuds. Buried but not destroyed, their legacy lives on, shrouded by the tangled jungle and ad d al qadim time itself.
Fighter 10, Ranger 7, Thief 12, Cleric 9; askar, desert rider, mercenary barbarian; sa'luk, barber, ad d al qadim, matrud; hakima, kahin, mystic Hobgoblin: Fighter 11, Ranger 5, Sha'ir 7, Thief 11, Cleric 9; askar, corsair, desert rider, faris, mamluk, mercenary barbarian; sha'ir; holy slayer; kahin, pragmatist Kobold: Fighter 8, Thief 12, Bard 6, Cleric 9; askar, desert rider, mercenary barbarian; sa'luk, beggar-thief, matrud, rawun; kahin, mystic, pragmatist Lizardfolk: Fighter 12, Sha'ir 5, Thief 11, Bard 9, Cleric 7 corsair, mamluk, mercenary barbarian; sha'ir; beggar-thief, holy slayer, merchant-rogue, rawun; mystic, pragmatist Ogre: Fighter 12, Sha'ir 5, Thief 10, Cleric 3; askar, mamluk, mercenary barbarian; sha'ir; sa'luk, matrud, merchant rogue; pragmatist, hakima, kahin Half-Ogre: Fighter 12, Sha'ir 7, Thief 10, Cleric 4; askar, faris, mamluk, mercenary barbarian; sha'ir; sa'luk, merchant-rogue; pragmatis, ethoist, kahin Orc: Unlike most settings, there is practically no racial disharmony in Zakhara: 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 of Islam and as subjects of the caliph ad d al qadim the entire continent is effectively a single empire, although different regions, city-states, and tribes have unique local cultures.