I loved the Al-Qadim setting. Has anyone given thought to magical items unique to the setting, like magical hookah and clockwork devices?
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.
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!
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.
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
OP has been silent since March. I'm starting to fear the project is not moving forward. Here's hoping that's not the case.