Al-Qadim
Al-Qadim is a campaign setting for the Dungeons & Dragons role-playing game which was developed by Jeff Grubb with Andria Hayday for TSR, Inc., and was first released in 1992. Al-Qadim uses One Thousand and One Nights 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 cinematic history. Zakhara is a peninsula on the continent of Faerûn in the world of Toril, the locale of the Forgotten Realms 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.
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, and most giants—dwell apart in their own societies.
The people of Zakhara speak and write a common language called Midani.
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 characters 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, elves, dwarves, half-elves, gnomes, and halflings, although they do not suffer many of the racial prejudices 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 and specialist wizards.
Kits described in the core campaign setting are as follows:
Warriors
Askar: citizen warriorsCorsair: swashbuckling seaborne warriorsDesert Rider: nomadic fighters who ride horses and camels across the desertFaris: holy warriors fighting for their faith and their peopleMamluk: slave warriors noted for the special tattoos they wearMercenary Barbarian: warriors from abroad who come to fight for money, fame, or powerOutland Warrior: fighters truly foreign to the land of ZakharaWizards
Elemental Mage: masters of one of the four elements: sand, sea, flame, or wind Sha' ir: wizards whose magic centers on genies and is aided by their familiars, gens Sorcerer: the most common wizards in Zakhara, who deal with two elemental forcesAjami: outland wizards from beyond the Land of FateAdditional 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 pathBarber: experts in the ways of the bazaar and the cityBeggar-Thief: often overlooked, they can go places others would be noticedHoly Slayer: assassins working for an assassin orderMatrud: tribal cast outs making their own way in the Land of FateMerchant-Rogue: masters of the mercantile arts who carry their trade from town to townRawun: the story-tellers and bards of Zakharan societyPriests
Pragmatist: the most liberal and common of all priests who try to adapt their faith to the everyday worldEthoist: conservative priests who promote a particular pathMoralist: the most conservative and intolerant among the priestsHakima: wise women who serve as valuable advisers to the outer tribesKahin: the idol-priests of Zakhara, often champions of natureMystic: eremitic priests who tend to visit populous centers to deliver prophetic pronouncementsOutland Priest: priests who follows a faith foreign to the Land of FateAdditional kits are presented in the "Scimitars Against the Dark" article in Dragon #198. These include the Priest Defender and Sungazer. In addition, the Tomb Robber 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 Monstrous Compendium: Al-Qadim Appendix - TSR #2129 The Complete Sha'ir's Handbook - TSR #2146
Boxed sets:Al-Qadim: Land of Fate - TSR #1077 City of Delights - TSR #1091
Adventure boxes:
- ALQ1 Golden Voyages - TSR #9366
- ALQ2 Assassin Mountain - TSR #9431
- ALQ3 A Dozen and One Adventures - TSR #9432
- ALQ4 Secrets of the Lamp - TSR #9433 Ruined Kingdoms - TSR #9440 Cities of Bone - TSR #9467 Corsairs of the Great Sea - TSR #9449 Caravans - TSR #9459
V3.5 edition material
- Sha' ir core class
- Barber, Corsair, Holy Slayer, and Mamluk prestige classes