Al-Qadim: Land of Fate (5e conversion)

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[h2]Al-Qadim: Land of Fate (5e conversion)[/h2]
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What started with some online conversations is growing into a DM's Guild product - the Adventurer's Guide to Al-Qadim! Here's the current status of the project as of 2/14/2016...

The project in brief

Myself and three other gentlemen are taking point on a quality conversion of Al-Qadim to 5e, to be published for free on DM's Guild. The intention is to (a) rejuvenate interest in this wonderful setting, (b) provide a foundation for future publishers to put out AQ stuff on DM's Guild, and (c) offer both the traditional setting and a post-Spellplague setting (what Zakharans know as the "Great Unbinding" of the Seal of Jafar al-Samal) for DMs to choose from.

I'm pretty good with layout and I've also written a few freelance gaming articles as well as Tales of the Caliphate Nights for Paradigm Concepts/Green Ronin. The others committed to the project have skills in copyediting, game design, and writing. We're working via the Slack app and have done some solid work so far!

I've been in touch with Matt McElroy, Director of Publishing & Marketing at DrivethruRPG, who patiently fielded my legal questions about what's in-bounds and what's out-of-bounds.

Also, we have some terrific artists who are donating to the project. Karl Waller said he'd graciously donate a couple of black and white pieces from the AD&D line :) Though we need to work out who has the rights, that's super generous of him! Also, Rob McCaleb donated a fantastic fan-made map of Zakhara. Woohoo!

Lastly, I'm looking to pay out of pocket for an art student - the talented tea-for-jbass to do a few sketches or a cover.

EDIT: There are two new Al-Qadim products on DM's Guild at this time. Neither are affiliated with us.

The first, Al-Qadim Classes and Backgrounds by Brent "VAD" Rogers is a quick n' dirty guide with low reviews. Not much else to say.

The second, Al-Qadim Archetypes - Scimitars Against the Dark by Jeremy Forbing does a great job of putting a darker Cthulu-esque spin on Arabian Adventures. You may recognize this title from the article "Scimitars Against the Dark" by Mr. Wolfgang Baur in DRAGON #198! I think Jeremy did a terrific job and I connected with him via Facebook to trade notes - he was stoked to hear what we were doing, and I think his work should be plenty compatible with what we're doing.


I'll post updates as the project progresses...

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The original post:

A while back some of us started converting AL-QADIM to 4th edition. This is my reboot of those ideas for 5th edition, starting with the character basics and then getting into the monster conversion & storyline later. My agenda for the next couple posts is to cover:
  1. Classes
  2. Sha'ir (Noble Genie warlock patron)
  3. PHB Backgrounds & Variants
  4. New Backgrounds (Barber-Surgeon, Caravaneer, Genie-Touched, Harem Slave, Pearl Diver)

Here's the old thread which has my original pitch (with a 4e emphasis but much of it still applies):
http://www.enworld.org/forum/showthread.php?240388-Forked-Thread-Al-Qadim-Land-of-Fate-4e

[h2]1. CLASSES[/h2]
A Note about heavy armor: While not unheard of in the Land of Fate, heavy armor is usually impractical due to the extreme desert heat and the swashbuckling nature of adventures. Plate and half-plate are completely unavailable. Zakharan scale armor is called "lamellar" and is lighter (30 lbs. instead of 45). To compensate for this, any Zakharan character with heavy armor proficiency who is wearing medium, light, or no armor gains a +1 AC bonus.


[h4]Barbarian:[/h4] Typically characters with the Al-Badia background are barbarians. 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.


[sblock=Horse Totem]Totem Spirit (Horse): Take the Eagle feature.

Aspect of the Beast (Horse): You gain the endurance of a horse. You and your mount's Constitution checks against exhaustion caused by traveling or exploration (e.g. a forced march or holding your breath) are advantaged.

Totemic Attunement (Horse): While raging, boost your speed and the speed of any mount you ride by 10 feet, and you can use a bonus action on your turn to let any mount you're riding make an attack.[/sblock]


[h4]Bard:[/h4] Called rawun (rawuna), bards are respected if grudgingly in Zakhara. 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.


[h4]Cleric:[/h4] 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.


[sblock=Mystic][h4]Mystic Spellcasting[/h4]
Mystics have a radical interpretation of a deity's teachings or carry a prophecy unpopular among the rest of the Enlightened Faith, and conduct their affairs outside of conventional teachings. 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. Finally, a mystic's has Divine Trance rather than Turn Undead and they must use Divine Favor to power Channel Divinity.


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. 2 points must be spent to use a Channel Divinity feature. Normally Divine Favor points are recovered during a long rest. If you've performed a deed which gains the favor of your deity, you may regain your points in half the normal long rest time (4 hours instead of 8). Also, if you've offended your deity, you do not regain Divine Favor points until restitution is made.


Channel Divinity (Divine Trance): You may choose to take this feature instead of Turn Undead. Entering a divine trance requires 10 minutes during which you perform the same task you use to regain spells (e.g. dancing, singing, meditating); at the end of that time you gain one of these clues from your DM:
  • By viewing the night sky (or planar equivalent), determine precisely where you are in the world or which plane you're on.
  • 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.g. "you are cursed to repeat your mistakes until you atone for leaving the cleric's son to drown in the well").
  • A description of an NPC you should trust, or an NPC you should be wary of (e.g. "trust the ruddy-cheeked baker").
  • A type of trap or hazard that awaits you at a named location (e.g. "beware the sandstorm").
  • A type of enemy that awaits you at a named location (e.g. "a regiment of 111 Mamluks of the Dauntless at the gates").
  • A description of a place where fates will be decided, for good or ill (e.g. "a mortal court more resplendent than the Grand Caliph's").
  • Gain a vague or poetic clue about a topic you choose, at your DM's discretion.



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.[/sblock]


[sblock=Hakima][h4]Hakima Domain[/h4]
Hakimas (hakim for men) bear special mention as they are "wise women" gifted with the ability to perceive truth. 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).

Level / Domain Spells
1st / comprehend languages, detect evil and good
3rd / darkvision, zone of truth
5th / clairvoyance, dispel magic
7th / arcane eye, divination
9th / legend lore, scrying

Channel Divinity (Sense Truth): At 1st level, instead of Turn Undead or Divine Sense, you can use your Channel Divinity to sense truth in spoken word for 1 minute so long as the speaker is physically present and observable. Truth is subjective, so as long as the speaker believes what they're saying, you sense it as being "true"; you experience this as a pleasing buoyant feeling in your heart, seeing the beauty in the other person, and perhaps a faint ringing sound or barely perceptible light around their head.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.g. beggar or caliph).



Channel Divinity (Sense Illusion): At 2nd level, you can use your Channel Divinity to see thru illusions and mirages, or dispel an illusion you've already disbelieved for your companions.


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.


Read Thoughts: At 6th level, gain the "Read Thoughts" feature under the Knowledge domain.


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.[/sblock]


[h4]Druid:[/h4] Called kahin (kahina) in Zakhara, they are idol-priests worshipping the power of the land itself, channeling it thru idols fashioned of wood, stone, and clay. 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.


[h4]Fighter:[/h4] Fighters in Zakhara are largely flavored by their choice of background, rather than martial archetype. To emulate some of the 2nd edition kits, for example, an Askar could simply be a fighter who takes the Caravaneer background, a "Corsair" is a fighter with the Sailor/Pirate background and Two-Weapon Fighting Style, a Desert Rider is a fighter with the Al-Badia (Outlander) variant background and Mounted Combat feat, and a Mamluk simply takes the Soldier background with a bit of extra story added.


[h4]Monk:[/h4] 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.


[h4]Paladin:[/h4] Called faris (pl. farisan) in Zakhara, Paladins of Devotion and Paladins of Vengeance are defenders and crusaders of the Enlightened Faith, embodying different aspects of the faith. 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.


[h4]Ranger:[/h4] Hunter Rangers are common in Zakhara, their skills valued equally among desert nomads and city-dwellers. Beast Master Rangers, on the other hand, almost exclusively have the Al-Badia background, taking as their companion a hawk/eagle, a Saluqi (desert hound), a riding horse or a camel. The riding horse or camel breaks the normal rule that a Ranger's companion must be Medium sized or smaller because the Desert Rider is such a prominent archetype in AL-QADIM.


[h4]Rogue:[/h4] Rogues in Zakhara are largely flavored by their choice of background, rather than roguish archetype. To emulate some of the 2nd edition kits, for example, a Sa'luk (scoundrel) can come from any number of backgrounds, a Barber takes the Barber-Surgeon background, a Beggar-Thief is a rogue with the Urchin background, a Holy Slayer is a rogue with the Acolyte or Convert background and Assassin roguish archetype, a Matrud is a rogue with the Outlander background and a story of tragic exile, and a Merchant-Rogue simply takes the Guild Merchant (Guild Artisan) variant background.


[h4]Sorcerer:[/h4] Called saher in Zakhara, sorcerers lean toward elemental magic. Sorcerers with a Dragon bloodline or imbued with Wild Magic are very rare. Until the Adventurer's Handbook comes out in 2015 with an elemental bloodline for sorcerers, you can make do with my homebrewed Elemental Sorcerous Origins.


[sblock=Sorcerous Origin: Elemental Flame]
Elemental Flame
How does a sorcerer become imbued with Elemental Flame? 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. Maintaining the altered flames shifting sands (or the lack thereof) require concentration. The effect ends after 1 hour, when you use this feature again or cease concentrating, or if the fire source dramatically changes (either naturally or due to a spell or creature's ability).
Intimidating: At level 1 gain proficiency in Charisma (Intimidation) checks.

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.
  • Inflict +1 damage per spell slot level used with spells dealing fire damage.
  • 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.g. magicla, dragon breath, arson), and how long ago the burning happened.

Greater Alter Flames: At level 14 you can manipulate any and all fire sources in a 100 ft area around you. 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). For 1 minute or until you lose concentration (as if you were concentrating on a spell), each creature that starts its turn in your aura must make a Constitution save or take 1d6 + your Charisma modifier fire damage, and half that on a successful save.

FLAME SPELLS
Cantrips - fire bolt, produce flame*
Level 1 - burning hands
Level 2 - continual flame, flame blade*, flaming sphere, scorching ray
Level 3 - fireball
Level 4 - conjure minor elementals (fire), fire shield, wall of fire
Level 5 - conjure elemental (fire)
Level 6 - 
Level 7 - delayed blast fireball, firestorm*
Level 8 - incendiary cloud
Level 9 - meteor swarm
[/sblock]
[sblock=Sorcerous Origin: Elemental Sand]
Elemental Sand
How does a sorcerer become imbued with Elemental Sand? Perhaps you were a slave of the dao or possess the blood of dao in your veins. Perhaps your parents were jann or jann used sand magic to save to your life when they found you near death. Perhaps you were lost in a sandstorm and were cast into the Elemental Plane of Earth. Perhpas Ogremoch tainted you thru a magic artifact imbued with the power of the Geomancers. Or perhaps you suffered a witch's curse to slumber in the sands or were turned into a pillar of salt until recently escaping. 

Alter Sands: At level 1 gain the ability to alter sands in a 50 foot area around you with an action, causing loose earth and sand to either blow into the area (creating concealment) or not blow into the area, causing sands to shift making tracking hard (disadvantage) or unveiling what lies 1 foot beneath the surface, revealing quicksand hazards, or triggering an unpredictable sand dune slide. Maintaining shifting sands (or the lack thereof) require concentration to maintain. The effect ends after 1 hour, when you use this feature again or cease concentrating, or if desert conditions dramatically change (either naturally or due to a spell or creature's ability).
Desert Lore: At level 1 gain proficiency in Wisdom (Survival) checks.

Where the Sand Mage Treads: At level 6 you leave no tracks in sand, and you learn the pass without trace spell if you don't know it already and you may cast it as a ritual. You may spend 1 sorcery point to gain resistance to damage from sandstorms, earth elementals, and sand/earth-related magic. When you cast pass without trace, gain one of the following benefits choosen at the time of casting:
  • Increase the spell's range and targets to creatures you choose withing 60 feet of you.
  • Leave subtle clues of your passage (like a rare blossom) recognizable to your companions and allies.
  • Make your tracks visible to a single person you name, and place a whispered message in your tracks which becomes audible for only the person you name when they follow the tracks.
  • Create a decoy trail which throws off conventional tracking methods, leading pursuers to some other site.
  • Everyone effected by the spell does not register to creatures with tremorsense.
  • Cause sand dune slides, quicksand, dust devils, and other hazards to spring up in your footsteps an hour after you pass.

Greater Alter Sands: At level 14, you can manipulate sands in a 100 ft area around you. Maintaining shifting sands no longer requires your active concentration.

One With the Sand: At level 18, you can assume a form that appear like living sand. As an action spend 5 action points to gain immunity to all sand/earth-related damage, resistance to bludgeoning, piercing, and slashing damage from non-magical weapons, and the ability to move thru enemies and thru gaps large enough for a mouse. Your form lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell).

SAND SPELLS
Cantrips - blade ward, mending
Level 1 - 
Level 2 - pass without trace*
Level 3 - meld into stone*
Level 4 - conjure minor elementals (earth), stoneskin, stone shape
Level 5 - conjure elemental (earth), passwall, wall of stone
Level 6 - flesh to stone, move earth
Level 7 - 
Level 8 - earthquake*
Level 9 - 
[/sblock]
[sblock=Sorcerous Origin: Elemental Sea]
Elemental Sea
How does a sorcerer become imbued with the Elemental Sea? Perhaps you bear the blood of a marid or were touched by one while at sea. Perhaps you were saved from drowning by a selkie's kiss or were lured beneath the waves by a siren. Perhaps you were lost at sea, adrift for so long you crossed the boundary into the Elemental Plane of Water. Perhaps you were the sole survivor of a whirlpool sent by Olhydra which sunk a fleet of ships. Or perhaps you found a forgotten island and drank from its eternal spring which changed you forever.

Alter Seas: At level 1 gain the ability to alter waters in a 50 foot area around you with an action, causing the sea state to change one step either toward becalmed or toward tempestuous. You can create a moving current which propels a ship, bring a sunken object or creature to the surface (using your Intelligence as Strength for lifting purposes, make a path of clear water thru tainted waters, or summon a 5 ft rogue wave to drench somebody. The currents (or lack thereof) require concentration to maintain. The effect ends after 1 hour, when you use this feature again or cease concentrating, or if sea conditions dramatically change (either naturally or due to a spell or creature's ability).
Seafarer: At level 1 gain proficiency with navigator's tools and vehicles (sea).

Sea Mage at the Helm: At level 6 you learn the water breathing spell if you don't know it already, and you can spend 1 sorcery point to cast the spell on yourself. Also when at the helm of a ship gain one of the following benefits at a time:
  • Keep the ship hidden from view, provided there's a body of land, a fog bank, a storm, it's night, or some other opportunity to stay concealed exists.
  • Keep the ship afloat despite damage it has sustained at least until you get within sight of land.
  • Avoid maritime hazards, such as ice melting enough to be cracked by the ship's prow or a swell carrying the hull just over sharp reef.
  • Manuever the ship in a seemingly impossible manner, such as a tight turn to end up broadside along another vessel or coming to a complete stop with the sails still out.
  • Boost the ship's speed by 2 mph.

Greater Alter Seas: At level 14 you can manipulate waters in a 100 ft area around you, and change the sea state two steps toward either becalmed or tempestuous. Maintaining a current no longer require your active concentration.

One With the Sea: At level 18 you can assume a form made of living water. As an action spend 5 action points to gain the ability to breathe water, a swim speed equal to your speed, resistance to bludgeoning, piercing, and slashing damage from non-magicical weapons, and the ability to move thru enemies and thru gaps large enough for a mouse. Your form lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell).

SEA SPELLS
Cantrips - chill touch, ray of frost
Level 1 - create or destroy water*, fog cloud
Level 2 - 
Level 3 - sleet storm, water breathing, water walk*
Level 4 - conjure minor elementals (water), control water, ice storm
Level 5 - cone of cold, conjure elemental (water)
Level 6 - wall of ice
Level 7 - 
Level 8 - control weather, tsunami*
Level 9 - storm of vengeance*
[/sblock]
[sblock=Sorcerous Origin: Elemental Wind]
Elemental Wind
How does a sorcer become imbued with Elemental Winds? Perhaps you carry djinni blood in your veins or a djinn blessed your birth. Perhaps you are the descendant of a mortal who coupled with a sylph or an elf descended from the avariel (winged elves). Perhaps you fell from a tremendous height and didn't stop falling for days as you crossed into the Elemental Plane of Air. Perhaps you were sucked up into a maelstrom sent by Yan-C-Bin. Or perhaps you ventured to a mountaintop shrine seeking answers, only to find otherworldly winds whispering secrets of the cosmos to you.

Alter Winds: At level 1 you gain the ability to alter the winds in a 50 foot area around you with an action, causing the wind state to change one step either toward becalmed or toward tempestuous. You generate sufficient winds to fill a ship's sails, clear poison gases and smoke from the area after a couple rounds, give a bird a boost of speed, or cause small objects weighing one pound or less to float aloft. The winds (or lack thereof) require concentration to maintain. The effect ends after 1 hour, when you use this feature again or cease concentrating, or if wind conditions dramatically change (either naturally or due to a spell or creature's ability).

Flight of the Wind Mage: At level 6, you learn the fly and feather fall spells if you don't know them already. You can spend 1 sorcery point to cast feather fall on yourself. Whenever you cast the fly spell you gain one of the following benefits choosen at the time of casting:
  • Eliminate the need to concentrate to maintain the spell if you cast it on yourself.
  • Extend the duration to 30 minutes, so long as you concentrate. After the spell ends, take an exhaustion level.
  • Provide increased maneuverability and advantage on all checks to avoid effects of strong winds.
  • Weave a safety net into the spell so that when it ends, the creature held aloft floats to the ground as if under the effect of feather fall.
  • Increase the fly speed to 80 ft. After the spell ends, take an exhaustion level.

Greater Alter Winds: At level 14 you can manipulate winds in a 100 ft area around you, and change the wind two steps toward either becalmed or tempestuous. Maintaining the winds no longer require your active concentration.

One With the Wind: At level 18 you can assume a form made of living air. As an action spend 5 action points to gain a flight speed equal to your speed, resistance to bludgeoning, piercing, and slashing damage from non-magicical weapons, and the ability to move thru enemies and thru gaps large enough for a mouse. Your form lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell).

WIND SPELLS
Cantrips - message, shocking grasp
Level 1 - feather fall, fog cloud, thunderwave
Level 2 - gust of wind, misty step 
Level 3 - fly, gaseous form, lightning bolt, wind wall*
Level 4 - conjure minor elementals (air)
Level 5 - cloudkill, conjure elemental (air)
Level 6 - chain lightning, wind walk*
Level 7 - 
Level 8 - control weather
Level 9 - storm of vengeance*
[/sblock]

[h4]Warlock:[/h4] Warlocks are viewed with equal measures of suspicion and fearful respect in Zakhara. Fiend patrons typically involve invoking Ahriman, the name by which Zakharans call Asmodeus. Great Old One patrons are invoked by crazed astronomers, geomancers, and sages delving into forbidden lore. Archfey patrons, however, are virtually unheard of in Zakhara; possible entities which could fit The Archfey in Zakhara include peri princesses or ancient silats (desert hags). Instead, Noble Genie patrons are well known; such warlocks are known as sha'ir (f. sha'ira).


The Noble Genie patron (Sha'ir) involves special rules, new eldritch invocations, and descriptions of the four kinds of gens; because of this I am devoting a separate post to it below.


[h4]Wizard:[/h4] Wizards are a force to be reckoned with in Zakhara, drawing on potent elemental magic unknown to outsiders. Until the Adventurer's Handbook comes out in 2015 with more elemental spells, your best bet is to make do with the 9 traditional schools of magic in the PHB. Alternately, you can use my "Scholarly" (Generalist) arcane tradition here: http://www.enworld.org/forum/showthread.php?358920-Arcane-Tradition-Scholarly-Wizard-(Generalist)
 
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180px-Sha'ir.jpg


[h2]2. THE SHA'IR (Noble Genie Patron)[/h2]
Sha'irs are the famed genie ambassadors and binders of Zakhara. In 5th edition they are warlocks who take The Noble Genie as their patron at 1st level, and furthermore must take Pact of the Chain at 3rd level to appease their gen familiar. Foremost of the of Noble Genies are the four rulers of geniekind:
  • Caliph of the Djinn, Husam al-Balil ben-Nafhat al-Yugayyim, Master of the Clouds and Son of the Breezes.
  • Great Khan of All Dao Kabril Ali al-Sara al-Zalazil, Fountain of Wealth, Atamen of the Mountain's Roots, the Stone Sultan.
  • Grand Sultan of the Efreet, Marrake al-Sidan al-Hariq ben-Lazan, the Lord of Flame, the Potentate Incandescent, the Tempering and Eternal Flame of Truth, the Most Puissant of Hunters, Marshall of the Order of the Fiery Heart, the Smoldering Dictator, the Crimson Firebrand.
  • Great Padishah of the Marids, Kalbari al-Durraf al-Amwaj ibn-Jari, the Keeper of the Empire, the Pearl of the Sea, the Mother of Foam, the Maharajah of Oceans, Emir of All Currents.
Genie Lore
Starting at 1st level, your Noble Genie patron has taught you the Primordial language, and grants you advantage on all checks to recognize the works of geniekind, such as genie illusions, spells, curses, and genie prisons.

Gen Servant
Starting at 1st level, your Noble Genie patron teaches you the summon familiar spell (which doesn't count against your number of spells known) and you can cast it as a ritual. The Noble Genie grants you a gen, a small elemental familiar who helps council you about genie kind and provides you with spells. Your gen familiar resembles a tiny degenerate version of the kind of genie your patron is (dao, djinn, efreet, or marid); these are called daolanin, djinnling, efreetikin, and maridan respectively. Its statistics can be approximated using a Mephit of the appropriate type: Dust mephit for daolanin, smoke or steam mephit for djinnling, magma mephit for efreetikin, and mud or ice mephit for maridan. Gen tend to be Neutral in alignement, though they often take on the alignment of their master.

Any time you witness or resesrch a spell of a level you can cast, as a bonus action you can send your gen familiar to retrieve the spell for you. How it achieves this is up to the gen (and the terms you set out for it), but at your next short rest your gen returns to you with the spell which you may add to your spells known. Keep track of how many spells your gen retrieves over your adventuring career. The maximum number of retrieved spells you may have is equal to your Charisma modifier + your proficiency bonus, reflecting the limit of your gen's abilities. If you wish to send your gen to retrieve further spells, you must sacrifice one of the spells you already know to the gen which it uses as a bargaining tool in its elemental negotiations for the new spell you seek.

OPTIONAL RULE: Requesting Forbidden Magicks
If your DM wishes, he or she may have certain spells be "off limits" to your gen, such as divine spells granted to clerics, druids, and paladins, or secret spells of wizards kept closely guarded. Requesting such a spell may require a DC 10 +1 per spell level Arcana check. On a success your gen retrieves the spell. On a failure your gen does not retrieve the spell and may suffer some unpleasant fate like capture, death, or torture for information. Even if you do successfully get the spell, there may be further complications at your DM's discretion, depending on the spell's level:

1st - 2nd Level Spells: You are targeted by the evil eye
3rd - 4th Level Spells: You suffer the effects of a hex spell.
5th - 6th Level Spells: The offended keeper of the spell (whether god, extraplanar being, or mighty wizard) sends a servant to punish you.
7th+ Level Spells: You are transported to the realm of the spell's keeper where it places a mighty geas upon you to perform some quest commensurate with the extent of your groveling apology. Afterwards, it returns you to where you were before.

Elemental Protection
Starting at 6th level, you gain protection against elemental attacks, including those from elemental creatures or spells of flame, sand, sea, or wind. You have advantage to your saving throws against such attacks. This also allows you to survive on any of the Inner Planes without the need for spell protection.
When your gen familiar is at your side, you gain resistance to damage from spells of its corresponding type; sand and earth-based damage for daolanin, wind and air-based damage for djinnling, fire-damage for efreetikin, and sea and water-based damage for maridan.

Genie Binding
Starting at 10th level, you can call a genie to magically bind it to its word, and you can craft a genie prison.

Call a Genie: You learn the conjure elemental spell if you don't know it already, and you can use the spell to summon a genie of the type you choose (or by name, if you know a genie personally). Doing so breaks the normal limit on the summoned elemental's challenge rating. However, the genie is not necessarily friendly and its service must be won thru some combination of persuasion, threats, blackmail, payment, promises, and favors. Whatever terms of the agreement you come to, the genie is magically bound to uphold them.

Craft a Genie Prison: Gain proficiency with one form of artisan's tools if you don't have such proficiency already. With these tools you can fashion a genie prison which requires 20 days of work; the end product is worth 100 gp. After fashioning the prison, you must use it within 10 days or its magic expires. While within 100 ft of a genie you can see, you may take an action to trap them in the prison; the genie makes a Charisma saving throw against your warlock spell save DC. Success means the genie remains free, knows who just tried to trap it, and the same prison cannot be used against them for 24 hours. Failure means the genie is trapped within the prison until the prison is shattered or the genie is released in a manner defined by you at the time you imprison it.

Common conditions for releasing a genie from a prison include:
  • The genie will be an end entered servant of whoever liberates it from the prison for a period between 100 to 1,001 days.
  • The genie will grant three wishes within its power to whoever next summons it from the prison.
  • The genie will remain imprisoned until a period of time elapses, up to a maximum of 100 years.
  • The genie will remain imprisoned until a certain event you define comes to pass.
  • The genie will remain imprisoned until a certain type of individual touches the prison (e.g. an honest thief).

The maximum number of imprisoned genies you may have at any given time is equal to your Charisma modifier. Furthermore, imprisoning a genie is considered a hostile act and can earn you bad blood among other genies of the type you've imprisoned, not to mention the undying loathing of the individual genie you imprisoned.

Inner Planar Travel
Starting at 14th level, you can perform a 10 minute ritual to planeshift to a known site on an Inner Plane of your choice; you and your companions appear at the new site at the end of the ritual, and you incur a level of exhaustion. If you don't name a known site, then you appear in the border region of the intended Inner Plane. You must take a short or long rest before using this feature again.

[h2]Sha'ir Eldritch Invocations[/h2]

Friend of the Jann
Prerequisite: 5th level, Noble Genie patron
When in the desert or other forlorn lonely place, you can call on the jann (a lesser genie) for assistance once per day. A single jann will arrive within an hour, usually flying invisibly, but sometimes in an alternate form or rising on the back of a camel; it is friendly and will provide shelter, guidance thru the desert, and protection should you be attacked. If you want more from the jann you will need to curry its favor with gifts. Occasionally your janni allies may call on you for help in return.

Genie Overtures
Prerequisite: Noble Genie patron
You can request the presence of a genie whose name you know by performing a 10 minute ritual during which you must offer a gift pleasing to that particular genie. If the genie deigns to answer your summons, they may appear in their corporeal form or as a disembodied voice. The genie is under no obligation to you, is free to act according to its nature, and is not subject to being oath bound (you must be 10th level and cast conjure elemental with more formal proceedings to bind a genie).

Great Ambassador of Geniekind
Prerequisite: 15th level, Noble Genie patron
Your reputation precedes you among geniekind, and you may request an audience with one of the four rulers of geniekind once per month. When you request the audience, usually you do so thru an intermediary such as your gen or an allied/bound genie; within a week, a procession of the ruler's followers comes to escort you to the ruler's court. The ruler will meet with you personally, provide counsel as per a contact other plane spell, hear your pleas, and negotiate terms. While in its court, both you and the ruler are subject to the Bond of Salt, the 3 day code of guest hospitality common among Zakharans and genies alike.

Tasked Genie Bond
Prerequisite: 10th level, Noble Genie patron
You have bound a tasked genie to serve you for a year and a day, with certain agreed upon conditions. The tasked genie acts as your personal bodyguard, food-taster, and steward, in addition to whatever other tasks are within the terms of your contract.
 
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Well, that certainly brought back some memories. :) I suppose Abdul in 5e would be a sha'ir with the Urchin background? Or perhaps mix it up with Genie-Touched. (And unless he's 10th level, Aqisan just got severely demoted! ;) )

Which Domains are open to Clerics of Order? Trickery would seem like a really odd choice...

Is the Sense Illusion ability of the Hakima automatic? So a 2nd level hakima can undo an archmage's Veil? Perhaps some sort of roll is in order.

Maybe Find Steed should become a ranger spell as well as a paladin one?

Is there any place in Zakhara for the Eldritch Knight and Arcane Trickster?

What happens to a Tasked Genie Bond when the time runs out? Does the sha'ir just bind another genie?

You need a spell list for the sha'ir, too - each kind of patron gives access to certain spells. One for each kind of gen? Or does the 'spell fetching' ability replace the spell list?

It's kind of disappointing to have to wait until 10th level to summon jinni. Perhaps there's a lower level spell that puts an invite out, so to speak? (True20 was much more flexible in this regard, wasn't it?)
 
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Quickleaf

Legend
Uote

Well, that certainly brought back some memories. :) I suppose Abdul in 5e would be a sha'ir with the Urchin background? Or perhaps mix it up with Genie-Touched. (And unless he's 10th level, Aqisan just got severely demoted! ;) )
Ah Aqisan, there was a fun NPC! :) Abdul & co. remains one of my favorite games yet!

It's kind of disappointing to have to wait until 10th level to summon jinni. Perhaps there's a lower level spell that puts an invite out, so to speak? (True20 was much more flexible in this regard, wasn't it?)
Yes, True20 was definitely more flexible! I went for a stricter conversion here of the 2nd edition sha'ir.

I am tempted to add an Eldritch Invocation which allows a character to summon a named/known genie but without any binding magic...this would let a 2nd level character summon a CR 11 genie, true, but the genie has no obligation to do anything for the sha'ir, cannot be magically oath bound, and will act according to its nature, That would work well for Abdul I think!

EDIT: I added Genie Overtures to the list of Eldritch Invocations.

Which Domains are open to Clerics of Order? Trickery would seem like a really odd choice...
The deities of Zakhara's Enlightened Faith seem to conceptually cover many domains but not Death and War. I'm always hesitant to limit player options during character creation, but I'll take a second look at my AL-QADIM books.

Is the Sense Illusion ability of the Hakima automatic? So a 2nd level hakima can undo an archmage's Veil? Perhaps some sort of roll is in order.
Yes, some sort of roll is needed. Probably Wisdom (Insight) or (Perception) vs. the spellcaster's spell ability.

Maybe Find Steed should become a ranger spell as well as a paladin one?
That's a good idea!

Is there any place in Zakhara for the Eldritch Knight and Arcane Trickster?
I have been wondering about those two sub-classes. There really is no precedent for the Eldritch Knight, but the Arcane Trickster does resemble the Jackal/Spellthief from the Complete Sha'ir's Handbook IIRC. I don't have that book, but I think the gist was a "poor street rogue steals the spells he needs from rich wizards"; actually makes me think there could be some fun combining it with the sorcerer's Wild Magic table to represent mis-casting. Hmm, might be a fun idea there!

What happens to a Tasked Genie Bond when the time runs out? Does the sha'ir just bind another genie?
I think I got the "year and a day" stipulation from some old 2e monstrous appendix, but I'll need to double check. Tasked genies had more limited terms of service than true genies, but were also less powerful...perhaps I can make that Eldritch Invocation available earlier for the sha'ir...I'll need to start converting monsters before I know for sure.

You need a spell list for the sha'ir, too - each kind of patron gives access to certain spells. One for each kind of gen? Or does the 'spell fetching' ability replace the spell list?
I deliberately didn't include bonus spell list because 'spell fetching' replaces it. Bonus spell lists for warlock patrons add 10 spells known over the course of a warlock's career. The 'spell fetching' ability lets the sha'ir add up to 11 spells known (Charisma modifier (max +5) + Proficiency bonus (max +6), and on top of that the sha'ir gets summon familiar and conjure elemental for free. The Sha'ir's advantage is that he or she gets to choose what those bonus spells known are and can switch them up given time.

Does that seem balanced?
 
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Ah Aqisan, there was a fun NPC! :) Abdul & co. remains one of my favorite games yet!

Mine too! I still hold out hope that we'll continue someday. :)

Yes, True20 was definitely more flexible! I went for a stricter conversion here of the 2nd edition sha'ir.

You know, I've been pondering updating True20 to include some of the innovations of 5e. Call it New20. Interested?

I am tempted to add an Eldritch Invocation which allows a character to summon a named/known genie but without any binding magic...this would let a 2nd level character summon a CR 11 genie, true, but the genie has no obligation to do anything for the sha'ir, cannot be magically oath bound, and will act according to its nature, That would work well for Abdul I think!

Totally his style, yes. Maybe one of the benefits of the Genie-Touched background is that you have a contact in a jinni court, the way Abdul had Fajhoul. Of course, without being a sha'ir it might be difficult to contact them.

Bear in mind that a 5th level sha'ir can cast Magic Circle, though. (And they'd be idiots not to choose it.)

I have been wondering about those two sub-classes. There really is no precedent for the Eldritch Knight, but the Arcane Trickster does resemble the Jackal/Spellthief from the Complete Sha'ir's Handbook IIRC. I don't have that book, but I think the gist was a "poor street rogue steals the spells he needs from rich wizards"; actually makes me think there could be some fun combining it with the sorcerer's Wild Magic table to represent mis-casting. Hmm, might be a fun idea there!

I've been considering a variant rule where all the arcane spellcasters have a failure chance when casting - though I'd think the consequences would be less extreme for wizards and perhaps bards, being more learned than the others.

I deliberately didn't include bonus spell list because 'spell fetching' replaces it.

Got it, makes sense.
 

Quickleaf

Legend
[h2]3. PHB Backgrounds & Variants[/h2]

[h2]Acolyte[/h2]
You can roll on the tables below to determine how you ended up at a mosque, and which Enlightened god's mosque it was.

How did you end up at a mosque? (d6) [sblock]
  1. You were accused of a crime and sought refuge at a mosque. Maybe you were falsely accused and the local cleric believed in your innocence. Maybe the qadi who tried your case sentenced you to service at a mosque. Maybe you genuinely repented.
  2. You were left at the stairs of the mosque as a child, abandoned by your parents.
  3. Your mother or father was an imam or an ethoist or moralist cleric and they raise you in the mosque.
  4. You stumbled out of the desert as a child and collapsed at the door of the mosque where the kindly clerics cared for you and raised you as their own.
  5. You were sent to be educated at the mosque, either a mosque that ministered to the poor thru a state program or a mosque for the wealthy aristocracy.
  6. You had a love of the call to prayer as a child, a deep calling to the Enlightened gods in your youth, and it brought you to the mosque first thing after school every day.
[/sblock]

Enlightened Gods (d10) [sblock]
  1. Hajama the Courageous (Tempest, War) "Bravery wins out over opposition." The intuitive faith of the god Hajama is popular in rural areas, especially those bordering mountains, deserts, and other potentially hostile regions. A few mosques are also in the Cities of the Heart.
  2. Hakiyah of the Sea Breezes (Knowledge, Hakima*) "Truth will always win out." The methodical meditative faith of this goddess is popular among merchants, qadis (judges), and sages in the Pearl Cities. Her worship is not permitted in the Pantheist League.
  3. Haku Master of the Desert Wind (Nature, Freedom*) "A man and woman must be free to be considered alive." The faith of the god Haku is popular in regions bordering the desert as well as among the al-Badia and mystics. His worship is not permitted in the Pantheist League.
  4. Jauhar the Gemmed (Death, Wealth*) "Wealth changes everything." The industrious faith of the goddess Jauhar is prevalent among merchants and craftspeople. She has a minor aspect as a funerary goddess focused on achieving wealth in the afterlife. In the Pantheist League she takes the place of Jisan, and the two clergys have a long-standing feud.
  5. Jisan of the Floods (Life, Trickery, Wealth*) "Hard work brings abundance." The faith of the goddess of fertility and prosperity is broadly popular among merchants, poets, farmers, and midwives. Because of her minor association with schemers, she is treated as an insignificant goddess in the Pantheist League where her role is replaced by Jauhar.
  6. Kor the Venerable (Knowledge, Hakima*) "With age comes wisdom, with wisdom comes strength." The faith of the god Kor is popular among politicians, qadis (judges), and those who uphold traditions.
  7. Najm the Adventurous (Trickery, War) "Explore the unknown." The dynamic faith of the god/goddess Najm is popular among missionaries and crusaders of the faith as well as fortune-seeking explorers.
  8. Selan the Beautiful Moon (Light, Hakima*) "There is beauty in everything." The joyful faith of the goddess Selan is popular among artisans, poets, gardners, and clerics on missions of succor, compassion, and redemption.
  9. Zann the Learned (Knowledge) "Understanding is the key to all doors." The studious faith of the god Zann is popular among sages, scribes, librarians, seekers of ancient lost lore, and those seeking to leave a legacy to future generations.
  10. Temple of Ten Thousand Gods (Any) "All deities are facets of the same divine force." The quick-witted, cunning, and pragmatic faith of the Temple of Ten Thousands Gods embraces all gods, even those outside of the Enlightened Faith. The Temple is outlawed in the Pantheist League.
[/sblock]
[h2]Charlatan variant: Noble Pauper[/h2]
A consistent theme in Arabian Adventures is that of a noble who travels among his or her people disguised as a beggar or other poor person. Such characters may be exiles of their own kingdom, ousted from power and forced to hide among the common folk. They may be benevolent if naive rulers who genuinely wish to understand the state of the kingdom thru the eyes of the people. They may have assumed the guise of a beggar for a specific reason, to investigate a mystery or save someone they couldn't from the throne. Noble Paupers draw on the Noble and Urchin backgrounds to swap out proficiencies and features to suit the type of character you have in mind.

[h2]Criminal[/h2]
You can roll on this table of Bonds which better fit the criminals found in Arabian Adventures.

New Bonds (d6) [sblock]
  1. I am fascinated with a certain treasure which has eluded me at every turn, yet seems to leave only misery in its wake.
  2. A wicked relative used me for my criminal skills to steal a treasure, then abandoned me to die.
  3. My flamboyant antics are meant to attract the person I love but society won't let me be with.
  4. I have been cursed by a genie I stole from, and removing the curse is my primary concern.
  5. A fellow criminal who is like family to you is in deep trouble, and you aim to get them out of it.
  6. You met another person who bears a stunning resemblance to you - perhaps a golden opportunity for you.
[/sblock]

[h2]Entertainer variant: Storyteller[/h2]
Storytellers play a significant role in Zakhara as lore-keepers and entertainers both among the desert tribes and city dwellers. They master ancient techniques of memorization and practice a respected oral tradition. They replace proficiency in Acrobatics with History, and the disguise kit with a bonus language.

[h2]Folk Hero[/h2]
This background can be used unchanged.

[h2]Guild Artisan variant: Guild Merchant[/h2]
Merchants in Zakhara trade in ambergris, silks, spices, camels, and more, learning what different regions need and how to fill that need. You may select the following background feature instead of "Guild Membership."

Feature - Business Venture: You have business contacts in major cities, ports, and desert tribes which can give you updates on trade route conditions, unusual items passing thru the bazaar, advice about which merchants to avoid or do business with, and fluctuations in the price or availability of trade goods. So long as you actively broker merchant deals, you can maintain a Wealthy lifestyle.

[h2]Hermit[/h2]
You can roll on the following table to determine the nature of your Discovery.
Discoveries of Zakhara (d6) [sblock]
  1. You discovered a way to travel to one of the Inner Planes like an elemental vortex, a portal, or travel route used by the jann.
  2. You discovered a forgotten scroll of the Loregiver which reveals new teachings of the Enlightened Faith.
  3. You discovered a haram - a holy site - like the fabled City of Peace.
  4. You discovered ruins of an ancient culture with glyphs warning of the rise of a forgotten power like the Geomancers.
  5. You discovered a secret cache of sha'ir writings about the Seal of Jafar al-Samal.
  6. You discoverd a secret of the Grand Caliph's court, such as a curse, a concealed enemy, or a conspiracy.
[/sblock]
[h2]Noble[/h2]
You may roll on the table below for various Arabian nobility titles.

Arabian Nobility (d6)[sblock]
  1. Amir / Amira (prince/princess)
  2. Vizier (advisor to a ruler)
  3. Sayyid / Sayyida (liege lord/sheriff)
  4. Sheikh / Sheikha (tribal leader)
  5. Imam (religious leader)
  6. Qadi (judge)
[/sblock]
[h2]Outlander variant: Al-Badia[/h2]
The al-Badia are the desert nomads of Zakhara, coming from a diversity of tribes. Modify the Outlander background according to the tribe you belong to.

Tribes of the High Desert (d8) [sblock]
  1. House Asad (Children of the Lion): The largest and wealthiest tribe, they are gifted riders and traders. Replace Athletics with Animal Handling or Persuasion, and begin with a camel.
  2. House Bakr (Clan of the Young Camel): A tribe divided between those who followed the sheikh into the city Tajar and those who remained with his son in the desert. Tajar-dwellers take a different background, no longer truly al-Badia. Those remaining in the desert replace Atheltics with Animal Handling, and begin with a camel.
  3. House Dhi'b (Sons of the Wolf): A tribe of craftspeople and herders known for raiding the caravan routes. Most tribespeople replace Athletics with Animal Handling and instrument proficiency with artisan's tools. Raiders of the tribe replace Athletics with Intimidation and instrument proficiency with another language. Begin with a riding horse.
  4. House Dubb (Children of the Bear): A tribe of herders and gum tree harvesters, they do modest business with other tribes and cities. Replace Athletics with Animal Handling, and begin with a camel.
  5. House Nasr (People of the Eagle): A tribe of warriors and protectors of the desert wastes, they watch over the Desert Mosque. Tribespeople replace Athletics with Animal Handling, and being with a riding horse.
  6. House Tayif (Ghost Warriors): An unenlightened tribe rebelling against the Mamluks, they are comprisoned of outcasts, matruds, and other dispossessed people raising cities dressed in white clothes. Replace Athletics with Intimidation.
  7. House Thawr (Children of the Bull): A tribe of traders, treasure hunters, and raiders of the Pearl Cities, they suffer loss of members to opportunities in the cities and are pushed deeper into the desert by armies of the Pearl Cities. Use the Outlander background as is, and begin with a riding horse.
  8. House Uqab (League of the Vulture): A barely enlightened tribe of scavengers and horse thieves. Replace Athletics with Animal Handling and begin with a riding horse.
[/sblock]
[h2]Sage[/h2]
You can roll on a table of lore specialties suited to Zakhara, making the listed adjustments to the Sage background.

Specialty [sblock]
  1. Alchemist: Skills: Arcana, Nature. Tools: alchemist's supplies,
    herbalism kit.
  2. Astronomer: Skills: Arcana, Nature. Tools: navigator's tools. Language: one bonus language.
  3. Cartographer: Skills: History, Nature. Tools: cartographer's tools. Language: one bonus language.
  4. Historian, Librarian, or Mathematician: Use the Sage unmodified, or swap out Arcana for Investigation.
  5. Physician: Skills: Nature, Medicine. Tools: herbalism kit, poisoner's kit.
  6. Scribe: Skills: History, Inestigation. Tools: calligrapher's tools. Language: one bonus language.
[/sblock]
[h2]Sailor[/h2]
This background can be used unchanged.

[h2]Soldier variant: Mamluk[/h2]
Mamluks are the slave-soldiers of Zakharans society, either brought into the fold as orphans of war or abducted from foreign lands and impressed into service to the Grand Caliph. As a mamluk you bear the facial markings of your mamluk society. Roll on the table below to determine which mamluk society you belong to.

Mamluk Societies (d12) [sblock]
  1. The Dauntless: Specialists in exploration and recovery of lost magic items. Skills: Intimidation, Perception. Tools: vehicles (land). Languages: one bonus language.
  2. The Defenders: Mamluks based in Qudra, focused on defending the city. Use the Soldier background unmodified, or with these changes: Skills: Intimidation, Perception. Tools: artisan's tools (mason, smith, or woodcarver), gaming set.
  3. The Devoted/The Devout: Religious Mamluks of I'tiraf and Kadarastro, respectively. Skills: Intimidation, Religion. Tools: calligrapher's supplies. Languages: one bonus language.
  4. The Dutiful: Largest Mamluk society, with Mamluks stationed throughout Zakhara. Use the Soldier background unmodified.
  5. The Exalted: Moralist Mamluks of the Pantheist League dedicated making Zakhara a more lawful civilized land. Skills: History, Intimidation. Tools: vehicles (land and sea).
  6. The Honored: A special society of eunuchs and independent women serving as harem guards and bodyguards for the Grand Caliph. Skills: Insight, Intimidation. Languages: two bonus languages.
  7. The Parched: Mamluks based in Talab focused on protecting the water supply and nearby oases. Skills: Intimidation, Survival. Tools: vehicles (land). Languages: one bonus language.
  8. The Respected: Based in Muluk, this society has a long and proud tradition of service to that city. Skills: History, Intimidation. Tools: gaming set, vehicles (land).
  9. The Studious: A society of Mamluks specializing in communications and espionage. Skills: Intimidation, Investigation. Tools: disguise kit. Languages: one bonus language.
  10. The Valiant: Specialists in lightning raids and ambushes. Skills: Intimidation, Stealth. Tools: disguise kit. Languages: one bonus language.
  11. The Wanderers: Naval specialists based in Qudra. Skills: Athletics, Intimidation. Tools: navigator's tools, vehicles (sea).
  12. The Wondrous: Parade troops and palace guards of the island of Afyal. Skills: Intimidation, Perception. Tools: gaming set, musical instrument.
[/sblock]
[h2]Urchin[/h2]
This background can be used unchanged.
 
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Cracking open my copy of Caliphate Nights, how's this:

Djinn-Touched

You have been marked by your experiences with the djinni. Perhaps you have a peri relative, or were abducted by the djinni as a youth. Whichever, you have not been left unchanged by the experience.

Skill Proficiencies: Arcana, Persuasion
Languages: Two, one of which must be a dialect of Djinni.
Equipment: (Need some help here)

Why did the djinni take an interest in you?

d6:

1: You have a djinni relative somewhere in the family tree.
2: You accidentally wandered onto a path to Jinnistan.
3: A passing djinn took a fancy to you.
4: A wish gone wrong...
5: Mistaken identity - the djinni thought you were someone else. Oops!
6: You haven't the faintest idea!

Feature: Of Two Worlds

You have been marked by the eldritch forces of the djinni. This is obvious to any djinn, and to anyone who uses Detect Magic on you. Those who see your mark will be taken aback at a minimum, and djinni will likely tread cautiously around you, lest they accidentally break one of the laws of their kind.

d8 Personality Traits:

1: Sometimes I space out and get lost in thought, remembering Jinnistan.
2: I've seen it all, I'm very difficult to impress.
3: I've learned to be elaborately polite and formal to survive.
4: The stories I could tell... but probably won't.
5: Having lived among immortals, I take my time - why rush?
6: I'm almost pathetically grateful for the ordinary human things.
7: (Demi-)Human majesty and authority just don't matter to me any more.
8: I have a very strange sense of humor.

d6 Ideal:

1: I've been given a rare gift, and I must use it for the betterment of all. (Good)
2: The ephemeral mortal world's only virtue is change. (Chaotic)
3: Hidden laws govern everything, we must tread lightly. (Lawful)
4: I have been set apart because I am better than everyone else. (Evil)
5: The only thing I'm able to count on is those who have shown me kindness. (Neutral)
6: I want above all else to get back to Jinnistan. (Any)

d6 Bond:

1: I made it back to the mortal world only by paying a terrible price.
2: A djinn granted me a boon, and I owe him a debt.
3: I interceded for someone to a djinn, and now I feel responsible for them.
4: I made a wish that may come back to haunt me.
5: I need people to understand what I've experienced.
6: A djinn is my implacable enemy, and the feeling is mutual.

d6: Flaw

1: I can't seem to enjoy life in the colorless mortal world.
2: I live life large... too large, sometimes.
3: My disregard for social norms raises eyebrows.
4: Magical creatures are drawn to me and I to them, for ill as well as for good.
5: My admiration for beauty, style, and grace knows no bounds... including my enemies.
6: I won't shut up about how much better things are in Jinnistan.

My personal favorite, "Talentless Youth", is up next. :) Oh, and Abdul's background would be a weird mix of Djinn-Touched, Urchin, Sage, and Artisan.

Probably skills of History and Persuasion (he'll get Arcana from Warlock).
Tools of Disguise kit and Calligrapher's tools.
And the 'Of Two Worlds' feature.

He'll probably have to take the Linguist feat to represent Nakhlouf's training, sigh.
 

Quickleaf

Legend
Cracking open my copy of Caliphate Nights, how's this:

Djinn-Touched

You have been marked by your experiences with the djinni. Perhaps you have a peri relative, or were abducted by the djinni as a youth. Whichever, you have not been left unchanged by the experience.

Skill Proficiencies: Arcana, Persuasion
Languages: Two, one of which must be a dialect of Djinni.
Equipment: (Need some help here)

Love the role-playing tables, nicely done! :)

Languages: In 5e Djinni is the same as Primordial. The various dialects would be mutually understandable, albeit revealing where you learned Primordial/Djinni from.

Equipment: Scroll case with scrolls of genie teachings and wisdom, small token of your time in Jinnistan (like a crystalline sphere holding elemental wind or flame), fine clothes, belt pouch with 10 gp

My personal favorite, "Talentless Youth", is up next. :) Oh, and Abdul's background would be a weird mix of Djinn-Touched, Urchin, Sage, and Artisan.

Probably skills of History and Persuasion (he'll get Arcana from Warlock).
Tools of Disguise kit and Calligrapher's tools.
And the 'Of Two Worlds' feature.

He'll probably have to take the Linguist feat to represent Nakhlouf's training, sigh.

Talentless Youth! Hah, forgot about how funny parts of Caliphate Nights were. Henry Lopez and the team at Paradigm really were generous giving me creative freedom. :) Your influence, of course, can be felt in the book in a good way!

EDIT: Moved the Elemental Schools from wizard to sorcerer where they fit better. Looking at adding a "Jackal (Spellthief)" variation of Arcane Trickster. Working on new backgrounds.
 
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Kynn

Adventurer
This is relevant to my interests!

I'll try to drop back in soon with my feedback as well as some of the work I've been doing on. My sha'ir is not much different from yours. :)
 

Inchoroi

Adventurer
My wife showed me this thread with something disturbingly akin to lust in her eyes, so it appears that I have to run it at some point. Keep it up, please! She'll hurt me otherwise.

Also, a PDF would be awesome, since we don't have internet at home for the foreseeable future.
 

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