D&D 4E Forked Thread: Al-Qadim, Land of Fate 4e

Quickleaf

Legend
Forked from: Converting 4E to Al-Qadim

Dear AL-QADIM fans,

I am proposing a community project to update AL-QADIM to the 4th edition - this would include both rules & story writing & artwork. The end goal is a really beautiful and playtested pdf file which doesn't just replicate what came before, but vibrantly re-imagines the setting. :)

[sblock=Why AL-QADIM 4E?]
AL-QADIM 4E PITCH

With the upcoming release of the new Prince of Persia video game this year, console gamers and RPG fans may be more receptive to a return of AL-QADIM. Since AL-QADIM will be compatible with FORGOTTEN REALMS you can tap that fan base too, and with 4th edition’s reaching out to the MMORPG crowd you’ll be netting those gamers who got into Prince of Persia, as well as getting the support of old-timers who loved AL-QADIM’s immersive world and rich cultural context. 4th edition supports the play envisioned by AL-QADIM, and maintaining the story-rich world is a priority even while improving the setting.

WHY 4E FOR AL-QADIM?

1. Races united by the Enlightened Faith
In 4e all the races mix together in a cosmopolitan atmosphere. While incongruous to many fantasy settings, this fits the racially tolerant society portrayed in AL-QADIM, itself modeled after the racial tolerance of the Islamic caliphate.

2. Morally ambiguous dilemmas with multiple outcomes
4e puts alignment in the backseat and emphasizes a variety of ways to solve a problem, which is very in line with AL-QADIM’s approach in which even the gods cannot be captured with alignment. Combat is an option, but in a world of powerful jinn, clever thinking and suave diplomacy are often more appealing. Conflicting loyalties and interpretations of the Enlightened faith defy “good” and “evil” definitions. It’s not always easy to tell friend from foe, and the holy slayer you fight today could help you tomorrow.

3. Adventure trumps simulation & action centers on heroes
With the de-emphasis of simulation, and the “all adventure, all the time” philosophy of 4th edition, the over-the-top stunts of Aladdin or the Prince of Persia’s evading complex traps become possible in AL-QADIM. The focus on the encounter allows long desert treks to be summed up with a skill challenge or a brief narrative. Also, while most folk are bound by duty and family, heroes are the center of swashbuckling action, with no one to fall back on.

4. Assumptions about “points of light” setting actually fit AL-QADIM
AL-QADIM is an ancient, fantastic, and mysterious world of holy swords once wielded by prophets, legendary caves of the Loregiver, feuding city-states separated by sweeping desert and grim raiders, sandstorm oracles revealing ruined kingdoms, hidden isles, and menacing jinn. Tyrannical caliphs and fanatic assassins join the ranks of shapeshifting rakshasa and deceitful ghuls; often times it’s hard to know just who the monster is. It’s a dangerous empire tenuously held together by faith, with the heroes determining its future.

Keeping AL-QADIM's Flavor

Emphasize the cultural context & traditions
The five virtues, Fate, the Loregiver, the call to prayer, the pilgrimage – these are things that every Enlightened Zakharan shares in common and help simulate the atmosphere of Zakhara.

Everything & everyone has a story
Keep stories as integral to the game, tying different stories into each other, tying rules back to stories and focusing on story first.

Convert kits into builds
Players often praise AL-QADIM's embracing of kits. Each kit (save the kahin) will be converted into a build of a corresponding class. Additionally, several new builds will be provided to enhance the new themes. In making the builds, change any features that unnecessarily burden the setting.

Making AL-QADIM Even Better

Explore more mature themes & play on divisiveness of empire
Several allusions are made to the bloodiness, the divisiveness, the dirty truth behind the golden veneer of Zakhara in the source material, but there was a light-heartedness to much of it. Introduce sectarianism to the Enlightened faith of Zakhara, have competitors to the throne, look at the feuding of the city-states (and they're explicity called that too), etc. I'm not saying make it dark and rated R, but I think some mature themes could really improve the setting.

Tie the races tightly to the setting
Dwarves and elves seem incongruous in Arabian fantasy, and there was never any mythos of where they came from. Each race would have a story tying it to Zakhara and providing plot hooks for the DM.

Create a magic system suited to Arabian adventures
The adventurers in AL-QADIM were bound to the 2nd edition magic system which came with a lot of baggage. With the exceptions-based design of 4th edition there's a great opportunity to give the magic a unique feel with alternate class features and new powers. Miraculous recoveries, peris turning into ringdoves, dashing rogues escaping on flying carpets, summoned djinni hiding in the marketplace, calling down the evil eye – these are the magic of fantasy Arabia.

Assert the mysterious and menacing qualities of the jinn
Jinn certainly were powerful, and while it was advised to keep them rare, there was a certain Disney-fication that occured with them. There were clearly good and bad genies, and they came out of bottles, and many had a playful quality (like Hazim the Fool). While a little bit of this is fine, I'd like to see jinn made more mysterious, more menacing, more like they were perceived in Arabian myth. Most were selfish, and many had sided with Iblis, they had powers of possession, and were unique beings unto themselves who Muhammad even sought to convert.

Crystallize the history
AL-QADIM was vague with a lot of its history, in contrast to Muslim historians who take great pains to reconstruct exact phrases to ensure the train of transmission isn’t tainted. While not everything needs to be set in stone, a better sense of large-scale events would be helpful for DMs.

Introduce unexplored conflicts & areas
What about the First Caliph's companions paralleling the companions of the prophet Muhammad? What about a divisive prince who escaped to found his own sultanate a la Andalus? What other tales have passed around about the Loregiver during her travels? There are so many sources for intriguing history that never got explored. Also, expand the edges of the empire, with Isles of the Utter South, Akota to the west, conquering nomads to the north, and the Jungle of Monsters to the east.

An Era of Fate
As the FORGOTTEN REALMS has gotten a 100 year timeline advance, so with the Land of Fate. The 21st Grand Caliph is an old man, having secured peace throughout his demesnes, despite insidious allegations that he is not truly Khalil al-Assad’s grandson. Now, his three sons are poised to take the throne, each with their own vision for Zakhara; mortal and djinni alike flock to their banners. The eldest son, a paladin blinded by faith, recovers the Lost Scrolls of the Loregiver, sparking a religious controversy with threatens to fracture the faith. The middle son, a cleric blinded by ambition, attempts to reform criminals and other undesirables with questionable techniques, leading to drastic consequences and backlash. The youngest son, a warlord blinded by love and hate, seeks the hand of the princess of Akota even if it takes war to win her as his trophy. Meanwhile, a mysterious contender to the throne has assumed the title “Caliph of the Shadows”, wresting control of the Everlasting holy slayer fellowship to lead surgical strikes against Huzuz’s authority throughout the empire. Never before has Zakhara needed Enlightened men and women to defend the land.

The Great Unbinding
A series of events and critical decisions during the time of Khalil al-Assad led to the breaking of Jafar al-Samal’s seal and the freeing of countless jinn who wrecked havoc dancing with sandstorm and hurricane while their brethren revenged themselves upon sha’ir who bound them (or their living descendants). The dao, freed from bondage to the yikkaria, waged a war which shook the World Pillar Mountains for years, leading to a bitter standoff. A cursed race (tieflings) enslaved to devils in hell attained their freedom as prophesied by the First Caliph, and returned to the Haunted Lands. An elusive race (eladrin), their mystical home become their prison, claimed to be the original inhabitants of the Garden of Paradise and interpret these events as signs – they returned from beyond the veil to seek clues to the Garden’s location. Sha’ir are no longer able to compel jinn to do their bidding, instead relying on contracts with the Djinni Lords to gain power over their subjects. Years later, these events come to be known as the Great Unbinding.

AL-QADIM`s New Look
Intrigue overtones to a divisive world clinging to the changing faith which united it. “Points of darkness” in the human heart give shadowy overtones to even the most pure-hearted heroes. There is a clear struggle between good and evil, even while more complex conflicts rage. Everyone must make a choice. Character art is more menacing, landscapes have tarnished metallic hues, emphasis on shadow and light, smoke, ripples in water, wind-swept silk. Art looks to Arabian Nights illustrators Charles Folkard, Edmund Dulac, Kay Nielsen, Maxfield Parrish, Virginia Sterrett, and Willy Pogany; classic sword & sorcery artists like Ken Kelly; as well as concept art from video games Assassin’s Creed and Prince of Persia. Clean and crisp parchment textured pages with burning/glowing/smoking arabesque indigo calligraphy along border. I think artist Eva Widermann would be a good choice for interior illustration.
[/sblock]

I want to see a wide community of folks on the net involved, so if you have interest in contributing please post here. When posting, say your name if you want and how you would like to contribute to the project.

Here's the direction I'd like to see the project take.
Projects in red are written, awaiting editing & playtesting.
Projects in blue are the final version.

AL-QADIM 4E Adventurer’s Guide to Zakhara
[sblock=Adventurer's Guide to Zakhara]
Introduction

1.0 THE LAND OF FATE
.1.1 Flowery Opener
.1.2 The Land
.1.3 The People
..1.4.1 Al-Badia
..1.4.2 Al-Hadhar
.1.4 Race in Zakhara
..1.2.1 Dwarf
..1.2.2 Eladrin
..1.2.3 Elf
..1.2.4 Genasi
..1.2.5 Gnome
..1.2.6 Half-Elf
..1.2.7 Halfling
..1.2.8 Human
..1.2.9 Tiefling
..1.2.10 “Monstrous Races”
.1.5 Traditions
..1.5.1 Fate
..1.5.2 The Loregiver
..1.5.3 The Grand Caliph

2.0 REGIONAL BACKGROUNDS
.2.1 Tribes of the High Desert
..2.1.1 House Asad
..2.1.2 House Bakr
..2.1.3 House Dhi’b
..2.1.4 House Dubb
..2.1.5 House Nasr
..2.1.6 House Tayif
..2.1.7 House Thawr
..2.1.8 House Uqab
.2.2 Tribes of the Haunted Lands
..2.2.1 House Hanif
..2.2.2 House Hotek
.2.3 Cities of the Heart
..2.3.1 Halwa
..2.3.2 Hiyal
..2.3.3 Huzuz
..2.3.4 Wasat
.2.4 Cities of the Mamluks
..2.4.1 Liham
..2.4.2 Qudra
..2.4.3 Umara
.2.5 Free Cities of the North
..2.5.1 Hafayah
..2.5.2 Hawa
..2.5.3 Muluk
..2.5.4 Qadib
..2.5.5 Utaqa
.2.6 Cities of the Pearl
..2.6.1 Ajayib
..2.6.2 Gana
..2.6.3 Jumlat
..2.6.4 Sikak
..2.6.5 Tajar
.2.7 Cities of the Pantheon
..2.7.1 Fahhas
..2.7.3 Hilm
..2.7.4 Hudid
..2.7.5 I’tiraf
..2.7.6 Mahabba
..2.7.7 Talab
.2.8 Cities of the Ancients
..2.8.1 Dihliz
..2.8.2 Kadarasto
..2.8.3 Medina al-Afyal
..2.8.4 Rog’osto

3.0 CHARACTER CLASSES
.3.1 Clerics
..3.1.1 Builds
...3.1.1.1 Ethoist
...3.1.1.2 Hakima
...3.1.1.3 Moralist
...3.1.1.4 Mystic
...3.1.1.5 Pragmatist
..3.1.2 Paragon Paths
...3.1.2.1 Disaffected Priest
...3.1.2.2 Heresiarch
...3.1.2.3 Imam
...3.1.2.4 Mujaddid
...3.1.2.5 Wandering Saint
...3.1.2.6 Wisdom-keeper
.3.2 Fighters
..3.2.1 Builds
...3.2.1.1 Askar
...3.2.1.1 Guard
...3.2.1.1 Mamluk
...3.2.1.1 Nadim
...3.2.1.1 Sahib
..3.2.2 Paragon Paths
...3.2.2.1 Fate Blade
...3.2.2.2 Man of Two Masters
...3.2.2.3 Peacemaker
...3.2.2.4 Scimitar Dancer
...3.2.2.5 Slave of the Promise
...3.2.2.6 Tasked Minder
.3.3 Paladins
..3.3.1 Builds
...3.3.1.1 Faris
...3.3.1.2 Ghazi
...3.3.1.3 Reckoner
..3.3.2 Paragon Paths
...3.3.2.1 Breath of the Divine Wind
...3.3.2.2 Denier of Paradise
...3.3.2.3 Insurgent Champion
...3.3.2.4 Lion of Faith
.3.4 Rangers
..3.4.1 Builds
...3.4.1.1 Corsair
...3.4.1.2 Desert Rider
...3.4.1.3 Matrud
..3.4.2 Paragon Paths
...3.4.2.1 Dunestrider Ghost
...3.4.2.2 Legendary Horseman/woman
...3.4.2.3 Envoy of the Corsair Council
...3.4.2.4 Haven Falcon
.3.5 Rogues
..3.5.1 Builds
...3.5.1.1 Barber
...3.5.1.2 Beggar-Thief
...3.5.1.3 Daroga
...3.5.1.4 Holy Slayer
...3.5.1.5 Sa’luk
..3.5.2 Paragon Paths
...3.5.2.1 Budayeen Inquisitive
...3.5.2.2 Da’is
...3.5.2.3 Ear of the Souk
...3.5.2.4 Harem Spy
...3.5.2.5 Repentant Scoundrel
...3.5.2.6 Sultan(a) of Thieves
.3.6 Warlocks
..3.6.1 Builds
...3.6.1.1 Malaka’is
...3.6.1.2 Rawun
...3.6.1.3 Sha’ir
..3.6.2 Paragon Paths
...3.6.2.1 Djinni Courtier
...3.6.2.2 Ineffable Herald
...3.6.2.3 Mystic Chronicler
...3.6.2.4 Oathbinder
.3.7 Warlords
..3.7.1 Builds
...3.7.1.1 Amir
...3.7.1.2 Merchant-Prince/Princess
...3.7.1.3 Sheikh
..3.7.2 Paragon Paths
...3.7.2.1 Emissary of the Enlightened Throne
...3.7.2.2 Esteemed Effendi
...3.7.2.3 Heir Apparent
...3.7.2.4 Unifier of the Tribes
.3.8 Wizards
..3.8.1 Builds
...3.8.1.1 Elemental Mage
...3.8.1.2 Fateweaver
...3.8.1.3 Feisha
...3.8.1.4 Philosopher Mage
...3.8.1.5 Spectre
..3.8.2 Paragon Paths
...3.8.2.1 Cabalist
...3.8.2.2 Eye of the Tempest
...3.8.2.3 Illustrious Sage
...3.8.2.4 Mirage Arcanist
...3.8.2.5 Salt Bearer
...3.8.2.6 Scion of Eternity
.3.9 Universal
..3.9.1 Paragon Paths
...3.9.1.1 Damsel-of-Distress
...3.9.1.2 Dashing Anti-Hero
...3.9.1.3 Munificent and Elusive Ruler
...3.9.1.4 Servant of Fate
..3.9.2 Epic Destinies
...3.9.2.1 Grand Caliph
...3.9.2.2 Grandfather of Assassins
...3.9.2.3 Holy Prophet
...3.9.2.4 Loregiver’s Handmaiden

4.0 FEATS OF ZAKHARA
.4.1 Heroic Feats
.4.2 Paragon Feats
.4.3 Epic Feats

5.0 THE BAZAAR
.5.1 Art of Haggling
.5.2 Equipment
..5.2.1 Common Goods
..5.2.2 Services
..5.2.3 Transport
..5.2.4 Armor
...5.2.4.1 Lamellar
...5.2.4.2 Shield, daraq
..5.2.5 Weapons
...5.2.5.1 Ankus
...5.2.5.2 Cutlass
...5.2.5.3 Great Scimitar
...5.2.5.4 Tiger Claws (bagh nakh)
...5.2.5.5 Tufnek
.5.3 Magic Items
..5.2.1 Armor
..5.2.2 Weapons
..5.2.3 Holy Symbols
..5.2.4 Orbs
..5.2.5 Rods
..5.2.6 Staves
..5.2.7 Wands
..5.2.8 Arm Slot Items
..5.2.9 Feet Slot Items
..5.2.10 Hand Slot Items
..5.2.11 Head Slot Items
..5.2.12 Neck Slot Items
..5.2.13 Rings
..5.2.14 Waist Slot Items
..5.2.15 Wondrous Items
..5.2.16 Potions


6.0 RITUALS

7.0 ADVENTURING IN ZAKHARA
.7.1 Station
.7.1.1 Station
.7.1.2 Use of Station
.7.1.3 Improving Station
.7.1.4 Losing Station
.7.1.5 Concealing Station
.7.2 Oaths
..7.2.1 The Oath of Allegiance
..7.2.2 Breaking the Oath
..7.2.3 Oath Quests
.7.3 Perils of Adventure
..7.3.1 Armor in Fiery Zakhara
..7.3.2 Desert Survival
..7.3.3 The Evil Eye
.7.4 Fate
..7.4.1 Calling Upon Fate
..7.4.2 Fate’s Response

8.0 APPENDIX
.8.1 Names
.8.2 Zakharan Languages
.8.3 Zakharan Calendar
.8.4 Glossary
[/sblock]

AL-QADIM 4E Campaign Guide
[sblock=Campaign Guide]
Introduction

1.0 THE AL-QADIM CAMPAIGN
1.1 The Three Tiers
1.2 Heirs of the Grand Caliph
1.3 Holy War
1.4 Kingdom of Ash
1.5 Scrolls of the Loregiver
1.6 Task of the Pearl
1.7 The Message
1.8 The Insurrection
1.9

2.0 HISTORY OF ZAKHARA

3.0 THE CITY-STATES
3.1 Cities of the Heart
3.1.1 Halwa
3.1.2 Hiyal
3.1.3 Huzuz
3.1.4 Wasat
3.2 Cities of the Mamluks
3.2.1 Liham
3.2.2 Qudra
3.2.3 Umara
3.3 Free Cities of the North
3.3.1 Hafayah
3.3.2 Hawa
3.3.3 Muluk
3.3.4 Qadib
3.3.5 Utaqa
3.4 Cities of the Pearl
3.4.1 Ajayib
3.4.2 Gana
3.4.3 Jumlat
3.4.4 Sikak
3.4.5 Tajar
3.5 Cities of the Pantheon
3.5.1 Fahhas
3.5.2 Hilm
3.5.3 Hudid
3.5.4 I’tiraf
3.5.5 Mahabba
3.5.6 Talab
3.6 Cities of the Ancients
3.6.1 Dihliz
3.6.2 Kadarasto
3.6.3 Medina al-Afyal
3.6.4 Rog’osto

4.0 THE DESERT TRIBES
4.1 Tribes of the High Desert
4.1.1 House Asad
4.1.2 House Bakr
4.1.3 House Dhi’b
4.1.4 House Dubb
4.1.5 House Nasr
4.1.6 House Tayif
4.1.7 House Thawr
4.1.8 House Uqab
4.2 Tribes of the Haunted Lands
4.2.1 House Hanif
4.2.2 House Hotek

5.0 THE ENLIGHTENED FAITH
5.1 Traditions
5.2 Law of the Loregiver
5.3 Paradise & Hell
5.4 The Great Gods
5.5 Sects

6.0 THE CHOICE
6.1 The Choice
6.2 Choices by Build

7.0 POWER GROUPS
7.1 Brotherhood of the True Flame
7.2 Heir #1
7.3 Heir #2
7.4 Heir #3
7.5 Holy Slayer Orders
7.6 Mamluk Societies

8.0 FORTUNES
8.1 Artifacts
8.2 Holy Sites
8.3 Servants
8.4 Steeds

9.0 FATES
9.1 Hazards
9.2 Obstacles
9.3 Traps

10.0 SECRETS IN THE SANDS
10.1 Mega Secrets
10.2 Regional Secrets
10.3 Tribe/City Secrets

11.0 APPENDIX
[/sblock]

AL-QADIM 4E Monster Manual
http://www.enworld.org/forum/4e-fan...thread-al-qadim-monsters-d-d-4th-edition.html

How can I contribute?
[sblock=Here's a list of things the project needs help with..]
* Mega-Plots
* Regional Plots
* Plot/Timeline/Product Continuity Editor
* Character Backgrounds (by city/tribe)
* Builds (replacing kits)
* Paragon Paths
* Epic Destinies
* Feats
* Adventuring in Zakhara/New Rules
* Equipment Conversion
* Monster Conversion (underway by hodag)
* Playtesting
* Original Artwork & Art Orders
* Graphic Design
* Web-hosting[/sblock]
 
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Hodag

First Post
I am definitely in. The Real World (tm) job has been kicking my butt the last two weeks, but I should have a real post up (more critters) this weekend.
Thanks for taking point Aaron.
 


Quickleaf

Legend
I am definitely in. The Real World (tm) job has been kicking my butt the last two weeks, but I should have a real post up (more critters) this weekend.
Thanks for taking point Aaron.
Hey Adam, I feel you - I am in a doctorate program so the time I can devote to the project will fluctuate too. Thanks for your contributions so far! :) Can't wait to see your write-up of the yak-man!
 
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Hodag

First Post
I could almost see the Mamluks as a Paladin like class sworn to an Oath of loyalty, rather then a god.
 

Quickleaf

Legend
I could almost see the Mamluks as a Paladin like class sworn to an Oath of loyalty, rather then a god.
Huh, that's an interesting take, though all the radiant effects would seem out of place. It does bring up some questions for me about fighters...

I'm looking for a fifth fighter build, something new but grounded in the myth/history. Right now I'm thinking soldier, but it seems lackluster...

Also, the tempest style 2-weapon fighting preview has made me question the corsair as a ranger, though they do seem more striker-ish to me.
 


Hodag

First Post
Huh, that's an interesting take, though all the radiant effects would seem out of place. It does bring up some questions for me about fighters...

Yeah, for Radient effect substitute another flavor type, such as precision damage or aura of fear causing will based damage
 

Starfox

Adventurer
I used to be deeply into Al-Qadim, and amde a writeup for Eartdawn and then for Feng Shui. You can find that here: Tails of the Arabian Knights

I want to point to take on the philosopher-mage: Hesabin
Hesabi
(I constructed this word myself from a dictionary). The historical model are the Arabic scholars who were open to and translated foreign ideas - and through who's translations the works of Plato and Aristotle were brought to us. Word-magicians as opposed to the more animistic sorcerers and sha-ir.

I am pretty busy now and will have a hard time participating; I just wanted to point at the resources above. A lot of work went into those, even if it was some time ago.

I was also involved with a project to convert AQ spells to 3.5, but I guess that's mostly wasted effort now.

Finally, a word on the Twilight Whisperer; I think that when PH2 comes out, it will become apparent that this is not a wizard concept at all, but something for the Shadow origin.
 

Quickleaf

Legend
I used to be deeply into Al-Qadim, and amde a writeup for Eartdawn and then for Feng Shui. You can find that here: Tails of the Arabian Knights
Wow! Great resource, thanks Starfox! The hesabin has several powers that would make a good fit for the pious mage concept.

I was also involved with a project to convert AQ spells to 3.5, but I guess that's mostly wasted effort now.
Well, I'd love to see what the project came up with. To make an elemental mage work for 30 levels, those AQ spells are going to make the difference, especially sand & sea mages who get no love in the PHB.

Finally, a word on the Twilight Whisperer; I think that when PH2 comes out, it will become apparent that this is not a wizard concept at all, but something for the Shadow origin.
You're right, I've since changed the concept to a mirage specialist, a wizard who distorts the terrain around them to their benefit.
 

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