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


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Quickleaf

Legend
I loved the Al-Qadim setting. Has anyone given thought to magical items unique to the setting, like magical hookah and clockwork devices?

Yah, more AQ fans :)

The answer is "yes." I've converted 6 pages of magic items from the Land of Fate boxed set, with one or two new additions, and several cut out that were re-skinned magic items already covered in the DMG. I've converted a couple artifacts as well.

Clockwork devices are extensively covered by GMLent who is working on the Clockwork Mage from Complete Sha'ir's Handbook.

There are sadly no magical hookah, though I think a clever DM could have fun re-skinning potions.

EDIT: I'm writing up a Hookah of Veiled Meanings, because you requested one!
 
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Monkey King

Explorer
Thanks for the shout-out, and good to see someone is running with an AQ update. I'm really happy to hear Karl Waller might do some new art for it as well!

I look forward to seeing how it turns out.
 

Shaghayegh

First Post
Peris, the feys of Persia, lived on the scent of incense. I think that reflects the use of a potion of Sustenance in the form of something inhalable. Decide which potions can be inhaled as smoke and how that affects duration...
 


Quickleaf

Legend
Mageweaver

I put together a rough version of the Mageweaver and their associated arcane tradition. It involved going back and forth between the Complete Sha'irs, some tales in the Nights, and my own notes, then getting feedback from another pair of sharp eyes on our team, and then laying out an initial draft.

Check it out! Feel free to offer insights and critique too.

I'm not yet sold on the 14th ability to turn their spellbook into a magic item. It's very cool and flavorful, and in 5e D&D where magic items are rare it does let you get a magic carpet, guaranteed. However, the idea of referencing the DMG in a sub-class is something I'm still mulling over. Otherwise, I really like how it's looking so far!
 

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Eric V

Hero
I am running my dream Al-Qadim campaign in 5e right now. I have used some of your great work as is and modified some of the other parts for the campaign, but it's all been useful. I am running a game using A Dozen and One Adventures, Cities of Bone, Ruined Kingdoms, Assassin Mountain and the Huzuz boxed set (though I own all Al-Qadim material)

I have made some monsters, like Copper Automatons, Slayer Genies, and a few others. I might be able to play test some things; it's hands-down my fav setting and I'd love to help I'm just not sure how!

-Eric
 

Quickleaf

Legend
I am running my dream Al-Qadim campaign in 5e right now. I have used some of your great work as is and modified some of the other parts for the campaign, but it's all been useful. I am running a game using A Dozen and One Adventures, Cities of Bone, Ruined Kingdoms, Assassin Mountain and the Huzuz boxed set (though I own all Al-Qadim material)

I have made some monsters, like Copper Automatons, Slayer Genies, and a few others. I might be able to play test some things; it's hands-down my fav setting and I'd love to help I'm just not sure how!

-Eric

Hey Eric, sounds like you're running a terrific campaign. :) Most of what we're testing is player-side material -- subclasses (LOTs of these), spells (ditto), backgrounds, that sort of thing. So if any of your players are flexible about tweaking their PCs or you have new players joining, let me know about their character and I can send some stuff to you for testing suited to their character. But we also have a few other things if player-side stuff isn't your cup of tea -- a Calling On Fate optional rule, magic items (LOTS of these), and a few monsters (jann & yikaria).

So really, take your pick.
 

Achtung

First Post
Hey Eric, sounds like you're running a terrific campaign. :) Most of what we're testing is player-side material -- subclasses (LOTs of these), spells (ditto), backgrounds, that sort of thing. So if any of your players are flexible about tweaking their PCs or you have new players joining, let me know about their character and I can send some stuff to you for testing suited to their character. But we also have a few other things if player-side stuff isn't your cup of tea -- a Calling On Fate optional rule, magic items (LOTS of these), and a few monsters (jann & yikaria).

So really, take your pick.

Hey Quickleaf, excellent work on this conversion! After finishing up with some Dark Sun and then a homebrew campaign, my party are excited to get back to some desert action! We'll be using what has been completed so far of your conversion. I'll post playtest details here as they become available.
 

Quickleaf

Legend
Hey Quickleaf, excellent work on this conversion! After finishing up with some Dark Sun and then a homebrew campaign, my party are excited to get back to some desert action! We'll be using what has been completed so far of your conversion. I'll post playtest details here as they become available.

Awesome! If you do end up using stuff, definitely drop me a line about your characters, since most of the stuff I've posted we've been editing/iterating on design, not to mention lots of content from Complete Sha'ir's Handbook we're converting.
 

Quickleaf

Legend
Let's talk about magic...

Origins of the Elementalist Sorcerer
The main "mage" types in AQ were the Sha'ir of course, and the Elemental Mage (an elemental monogamist) and the Sorcerer (in an affair with two elements). All of these posed design challenges, but I want to focus on the Elemental Mage and the Sorcerer here, since they interact most with province magic.

We were able to translate both into the Elementalist sorcerous origin, which is really 4 origins in 1 (flame, sand, sea, and wind), so each class feature presents a choice. What's cool about the Elementalist is that whether you choose to specialize or branch out is baked into, and rewarded, all in the subclass. [MENTION=6789613]MessiahMushroom[/MENTION] really knocked it out of the park with his design here.

For example, if you focus on the Province of Sand for your 1st and 6th level features, then you begin an Elemental Covenant granting you access to non-sorcerer spells in the Province of Sand (e.g. pass without trace, meld into stone, and conjure sand cat). If you further pursue the Province of Sand for your 14th level feature, you gain advantage on saving throws against spells from the Province of Sand and sand-themed magic in general. If you break your Elemental Covenant by casting spells from other elemental provinces, however, you lose this benefit for a year and a day. Then, at 18th level, you gain an Elemental Covenant feature allowing you to counterspell and manipulate the Province of Sand spells cast by others.

But what if you want to pick spells with a bunch of different elemental themes? You can totally do that! We dubbed it the "Elemental Chaos" track. There are no restrictions here, but you don't get access to non-sorcerer spells on the various province spell lists. And your 18th level feature has to do with invoking the Elemental Chaos to change the damage your spells deal and create small changes to the surrounding terrain as the Elemental Chaos bleeds into Zakhara through you.

Not Just for Sorcerers
But the elemental provinces are a big deal in AQ, so much so that the standard eight spell schools and the arcane traditions associated with them are considered ajami (foreign) among Zakharan mages. Never fear, there are two other ways to get your elemental magic on without being a Sorcerer.

Wizards can take a new arcane tradition called the Alsáher (think "secret society cabalist" and you've got the idea) inspired by the secret societies of The Complete Sha'ir's Handbook, and select the Secret of the Elements feature to gain access to all non-wizard spells from one elemental province of their choice.

Druids can take a new druid circle called the Circle of Aged Masters and choose to bond to an elemental idol granting them access to all non-druid spells from one elemental province of their choice.

This embodies perhaps our most fundamental design criteria: we want to provide multiple ways you can realize your AQ character concepts and campaign ideas, to be descriptive rather than proscriptive.

Spell Conversions
This conversion is going to be chock full of spells! :) I just finished a first draft of spells from the provinces of sand and sea, and it's awesome how imaginative Jeff Grubb and Andria Hayday were with the magic in AQ.

Here's the first draft of one of my favorites: River of Sand.
 

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blakesha

Explorer
I know its a reply to an old post, but is it a problem that Al-Qadim leans more towards Sorcerer class than the more scholarly-driven Wizard class? A Zakharan mage that is more of a scholarly bend would be studying magic for magic which would lend toward a more generalist than a sorcerer that feels the elements and channels the elements to power their spells (which I think lends itself better to what Al-Qadim was trying to do, before the concept of a "sorcerer" existed within the 2nd Edition rules

Also on the Mamluk background and the Mamluk Leader sub-class - thank you for not creating a Mamluk (generic) sub-class! If the post-Unbinding setting has the Mamluk's acting independently I can see the Mamluk leadership creating cadre's of elemental Sorcerer-slaves from capture children that showed aptitude, or Clerics that found devotion to the gods and was granted divine magic from this (it was one thing that bothered me about the limitations of Mamluk's as just soldiers from AL-QADIM). Looking forward to using this in my future campaigns.

I notice that you have not included the Ruined Kingdoms in your Gazetteer? It was one of my favourite areas from the original AL-QADIM. Also, the Holy Slayer fellowships as a supplement.. hmm.. ok.. time to break out the pen and notepad :)
 
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Quickleaf

Legend
Anyone who want to playtest a whole slew of elemental spells converted from Al-Qadim, PM me :)

I know its a reply to an old post, but is it a problem that Al-Qadim leans more towards Sorcerer class than the more scholarly-driven Wizard class? A Zakharan mage that is more of a scholarly bend would be studying magic for magic which would lend toward a more generalist than a sorcerer that feels the elements and channels the elements to power their spells (which I think lends itself better to what Al-Qadim was trying to do, before the concept of a "sorcerer" existed within the 2nd Edition rules

Welcome to ENWorld :)

If you'll read the post just above yours, you'll see I addressed your question thoroughly.

Also on the Mamluk background and the Mamluk Leader sub-class - thank you for not creating a Mamluk (generic) sub-class! If the post-Unbinding setting has the Mamluk's acting independently I can see the Mamluk leadership creating cadre's of elemental Sorcerer-slaves from capture children that showed aptitude, or Clerics that found devotion to the gods and was granted divine magic from this (it was one thing that bothered me about the limitations of Mamluk's as just soldiers from AL-QADIM). Looking forward to using this in my future campaigns.

Yes, from the start we decided we wanted to be "descriptive not proscriptive", to provide players and DMs a variety of avenues to realizing their Al-Qadim character concepts and campaign ideas. Mamluk is a great example of that.

I notice that you have not included the Ruined Kingdoms in your Gazetteer? It was one of my favourite areas from the original AL-QADIM. Also, the Holy Slayer fellowships as a supplement.. hmm.. ok.. time to break out the pen and notepad :)

I actually think we've included Ruined Kingdoms in the gazetteer since then. I'm not writing that section, but I'm pretty sure it's in. It's a working TOC, so we're constantly adjusting stuff as it comes up in the design process.
 




blakesha

Explorer
Any ETA on this? Using the stuff already on DMs Guild for conversions, but if that is going into the Adventurer's Guide would rather quote one item then 3 or 4 :)
 



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