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.

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The others committed to the project have skills in copyediting, game design, and writing. Also, we have some terrific artists who are donating to the project. Also, Rob McCaleb donated a fantastic fan-made map of Zakhara. Neither are affiliated with us.

Not much else to say. You may recognize this title from the article "Scimitars Against the Dark" by Mr. Plate and half-plate are completely unavailable. Zakharan scale armor is called "lamellar" and is lighter 30 lbs. Berserkers in Zakhara tend to hail from rugged hills tribes like the Astok near the northern city of Umara or from distant lands like Akota or islands of the Crowded Sea; when in civilized lands they are usually working as mercenaries.

Totem warriors belong to tribes sharing the name of their totem spirit; they re-skin Bear as "Yak" or "Elephant", Wolf as "Saluqi" a desert hound , and treat Eagle as it is. In addition, the Horse is available as a totem. Aspect of the Beast Horse : You gain the endurance of a horse.

Bards of Valor tend to be associated with armies or militant tribes, while Bards of Wit tend to be associated with institutions of higher education like the Grand University of Huzuz.

Bards add avert evil eye and cast evil eye to their spells known. Cleric: As the Enlightened Faith unifies Zakhara, it encompasses a diversity of clerics known as Clerics of Order; though they further divide themselves as pragmatist traveling clerics of the people , ethoists clerics upholding regular prayers , and moralists clerics who master the religious laws , their differences are purely ideaological. Outside of the Clerics of Order are the Mystics and the Hakima, who have their own rules.

Mystics cast spells more intuitively like a sorcerer; they use the sorcerer spell casting table, spells known to which domain spells are added , and sorcery points which are called Divine Favor , though they still use the cleric spell list. Every mystic has a unique method of prayer by which they regain spell slots and Divine Davor points during a long rest; for anchorites and hermits this is quiet meditation, for dervishes it is whirling dance, for some it song, and for others stranger things still.

Thanks to The Shadow for his ideas on a sorcerer-inspired cleric, upon which the Mystic is based. Divine Favor Points: These can be used exactly as Sorcery points for flexible casting. Normally Divine Favor points are recovered during a long rest. Entering a divine trance requires 10 minutes during which you perform the same task you use to regain spells e.

Know whether a creature within 30 feet of you is cursed or chosen by the gods, as well as the nature of the curse or blessing e. A type of trap or hazard that awaits you at a named location e. A type of enemy that awaits you at a named location e.

A description of a place where fates will be decided, for good or ill e. Improved Divine Trance: At 5th level, instead of Destroy Undead you may take Improved Divine Trance, which allows you to gain more than one clue by taking a level of exhaustion for each extra clue: At 5th level you can gain an extra clue from the list. At 8th level, two extra clues. At 11th level, three extra clues. At 14th level, four extra clues. At 15th level, five extra clues. While hakima may revere specific gods often Hakiyah and Kor , they have their own domain.

Hakimas cast spells intuitively like a mystic, and lose the ability to Turn Undead gaining Sense Truth instead. Gift of Insight: At 1st level you gain proficiency in Wisdom Insight checks.

In addition, when you watch a person eat and drink, you can determine their true social station e. Sense Lies: At 5th level, this replaces Destroy Undead. When you use Channel Divinity Sense Truth , you also sense deliberate lies which sound to you like sizzling water cast on a hot griddle. At 8th level you can sense truth and lies in the written word as well.

At 11th level you can sense truth and lies even if the speaker is not directly observable, such as an invisible foe or a genie imprisoned in a ring. At 14th level, you can sense truth and lies even if the speaker is not physically present, such as a projected illusion, thru a magic mirror, or a messenger delivering a message the sender knows is a lie even if the messenger believes it to be true. At 17th level you can sense truth and lies even in creatures which have special abilities or spells masking the truth or lies of their word.

Reveal Enchantment: At 8th level, you can cast detect magic as a ritual which only requires 1 minute at-will. Truesight: At 17th level, you gain Truesight 60 feet whenever you cast a divination spell that is not a cantrip; it lasts for 1 minute or the duration of the divination, whichever is longer.

Druids of the Land are most common, congregating in verdant oases and starlight canyons to seek out the lost wisdom of the past; the oldest and wisest among them join the Circle of Aged Masters. Druids of the Moon stalk the dunes alone, disappearing into sandstorms in pursuit of communion with the forces of nature; they often make friends of the jann.

Fighter: Fighters in Zakhara are largely flavored by their choice of background, rather than martial archetype. Monk: Monks of the Open Hand are known as Mystics of Nog, disciples of teachings of physical and mental cultivation that come from the ruined kingdom of Nog. Monks of Shadow often align with Holy Slayer fellowships, though some serve nobles as personal assassins and bodyguards. Monks of the Four Elements practice secret teachings of the genies, with or without their blessing.

Paladin: Called faris pl. Paladins of the Ancients are not part of the Enlightened Faith, instead revering fallen deities of the Ruined Kingdoms or ancient spirits worshipped by idol-priests. Ranger: Hunter Rangers are common in Zakhara, their skills valued equally among desert nomads and city-dwellers.

Rogue: Rogues in Zakhara are largely flavored by their choice of background, rather than roguish archetype. Sorcerers with a Dragon bloodline or imbued with Wild Magic are very rare. Perhaps you were marked by an efreet at birth or perhaps you have efreeti blood in your veins. Perhaps you were an azer who escaped bondage and now are a dwarf touched by fire? Perhaps you were cast adrift in the Elemental Plane of Fire. Perhaps a fire demon or Imix cursed you.

Or perhaps you touched an eternal flame burning in an ancient desert mosque and it changed you forever. Alter Flames: At level 1 gain the ability to alter a single fire source within a 50 foot area around you with an action, causing a fire source to extinguish or light, causing a fire source to emit smoke blanketing the area, doubling the range of light cast by a fire source and changing its fuel requirement accordingly , diminishing the range of light cast by a fire source to any amount changing its fuel requirement accordingly , or cause a fire to spark igniting nearby combustibles.

Burning Eyes of the Flame Mage: At level 6 you can cause your eyes to light with fire at-will. This fire sheds light equivalent to a candle. When you cause your eyes to light in this way, you may spend 1 sorcery point to gain resistance to fire for 1 hour.

Regardless, gain one of the following benefits of your choice while your eyes are lit: Double your proficiency bonus to Charisma Intimidation checks.

Gain darkvision 60 ft, even in magical darkness. When observing burnt remains, gain a sense of what the burnt person or object looked like, what sort of fire caused the burning e. Maintaining altered flames no longer requires your active concentration. One With the Flame: At level 18 you can cause yourself to be engulfed by flames.

As an action spend 5 sorcery points to become immune to fire damage and generate an aura of flames up to 15 feet though you may choose to control it so it only encompasses 10 ft or 5 ft.



Its first sourcebook, Arabian Adventures, was light on setting but heavy on rules mechanics. This was in part because the writers worried that the suits at the time would judge such a project too risky. The line lasted for 6 years, producing 3 supplements, 2 boxed sets, and 9 adventures both stand-alone and serials. Finally, Land of Fate is a mini-sourcebook which has new monsters. As I own the electronic copy, all of these are present as their own PDFs. Our first chapter is surprisingly a geographic glossary of sorts.


[Let's Read] Al-Qadim: Land of Fate Boxed Set

My admiration for beauty, style, and grace knows no bounds Face untold perils to fetch the wondrous waters of the River of Gold. This list is not all-inclusive — it encourages the player and DM to make up their own ritual if they wish to improve the Gen in a way o listed in the book. Is the Sense Illusion ability of the Hakima automatic? We would do cool stuff, and once the sales trailed off, we would be done. We created a folk legend where the various peoples could not get along, so Fte banished them to the far corners of the world for a time out.


Land of Fate

There are a number of important concepts to the Zakharan culture including honor, family, social station, purity, piety, and hospitality. 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 of Islam and as subjects of the Grand Caliph ; the entire continent is effectively a single empire, although different regions, city-states, and tribes have unique local cultures. Fate may cast down the mightiest sultan or raise up the meanest beggar.


Al-Qadim: Land of Fate

The others committed to the project have skills in copyediting, game design, and writing. Also, we have some terrific artists who are donating to the project. Also, Rob McCaleb donated a fantastic fan-made map of Zakhara. Neither are affiliated with us.

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