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Al-Qadim: Land of Fate (5e conversion)
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<blockquote data-quote="Quickleaf" data-source="post: 6373581" data-attributes="member: 20323"><p><span style="color: DarkOrange">[h2]<strong>3. PHB Backgrounds & Variants</strong>[/h2]</span></p><p></p><p>[h2]<strong>Acolyte</strong>[/h2]</p><p>You can roll on the tables below to determine how you ended up at a mosque, and which Enlightened god's mosque it was.</p><p></p><p><strong>How did you end up at a mosque? (d6) </strong>[sblock]</p><ol> <li data-xf-list-type="ol">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.</li> <li data-xf-list-type="ol">You were left at the stairs of the mosque as a child, abandoned by your parents.</li> <li data-xf-list-type="ol">Your mother or father was an imam or an ethoist or moralist cleric and they raise you in the mosque.</li> <li data-xf-list-type="ol">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.</li> <li data-xf-list-type="ol">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.</li> <li data-xf-list-type="ol">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.</li> </ol><p>[/sblock]</p><p></p><p><strong>Enlightened Gods (d10) </strong>[sblock]</p><ol> <li data-xf-list-type="ol"><em>Hajama the Courageous</em> (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.</li> <li data-xf-list-type="ol"><em>Hakiyah of the Sea Breezes </em>(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.</li> <li data-xf-list-type="ol"><em>Haku Master of the Desert Wind </em>(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.</li> <li data-xf-list-type="ol"><em>Jauhar the Gemmed </em>(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.</li> <li data-xf-list-type="ol"><em>Jisan of the Floods </em>(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.</li> <li data-xf-list-type="ol"><em>Kor the Venerable </em>(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.</li> <li data-xf-list-type="ol"><em>Najm the Adventurous </em>(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.</li> <li data-xf-list-type="ol"><em>Selan the Beautiful Moon </em>(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.</li> <li data-xf-list-type="ol"><em>Zann the Learned </em>(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.</li> <li data-xf-list-type="ol"><em>Temple of Ten Thousand Gods</em> (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. </li> </ol><p>[/sblock]</p><p>[h2]<strong>Charlatan variant: Noble Pauper</strong>[/h2]</p><p>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.</p><p></p><p>[h2]<strong>Criminal</strong>[/h2]</p><p>You can roll on this table of Bonds which better fit the criminals found in Arabian Adventures.</p><p></p><p><strong>New Bonds (d6) </strong>[sblock]</p><ol> <li data-xf-list-type="ol">I am fascinated with a certain treasure which has eluded me at every turn, yet seems to leave only misery in its wake.</li> <li data-xf-list-type="ol">A wicked relative used me for my criminal skills to steal a treasure, then abandoned me to die.</li> <li data-xf-list-type="ol">My flamboyant antics are meant to attract the person I love but society won't let me be with.</li> <li data-xf-list-type="ol">I have been cursed by a genie I stole from, and removing the curse is my primary concern.</li> <li data-xf-list-type="ol">A fellow criminal who is like family to you is in deep trouble, and you aim to get them out of it.</li> <li data-xf-list-type="ol">You met another person who bears a stunning resemblance to you - perhaps a golden opportunity for you.</li> </ol><p>[/sblock]</p><p></p><p>[h2]<strong>Entertainer variant: Storyteller</strong>[/h2]</p><p>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.</p><p></p><p>[h2]<strong>Folk Hero</strong>[/h2]</p><p>This background can be used unchanged.</p><p></p><p>[h2]<strong>Guild Artisan variant: Guild Merchant</strong>[/h2]</p><p>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."</p><p></p><p><strong>Feature - Business Venture: </strong>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.</p><p></p><p>[h2]<strong>Hermit</strong>[/h2]</p><p>You can roll on the following table to determine the nature of your Discovery.</p><p><strong>Discoveries of Zakhara (d6)</strong> [sblock]</p><ol> <li data-xf-list-type="ol">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.</li> <li data-xf-list-type="ol">You discovered a forgotten scroll of the Loregiver which reveals new teachings of the Enlightened Faith.</li> <li data-xf-list-type="ol">You discovered a haram - a holy site - like the fabled City of Peace.</li> <li data-xf-list-type="ol">You discovered ruins of an ancient culture with glyphs warning of the rise of a forgotten power like the Geomancers.</li> <li data-xf-list-type="ol">You discovered a secret cache of sha'ir writings about the Seal of Jafar al-Samal.</li> <li data-xf-list-type="ol">You discoverd a secret of the Grand Caliph's court, such as a curse, a concealed enemy, or a conspiracy.</li> </ol><p>[/sblock]</p><p>[h2]<strong>Noble</strong>[/h2]</p><p>You may roll on the table below for various Arabian nobility titles.</p><p></p><p><strong>Arabian Nobility (d6)</strong>[sblock]</p><ol> <li data-xf-list-type="ol">Amir / Amira (prince/princess)</li> <li data-xf-list-type="ol">Vizier (advisor to a ruler)</li> <li data-xf-list-type="ol">Sayyid / Sayyida (liege lord/sheriff)</li> <li data-xf-list-type="ol">Sheikh / Sheikha (tribal leader)</li> <li data-xf-list-type="ol">Imam (religious leader)</li> <li data-xf-list-type="ol">Qadi (judge)</li> </ol><p>[/sblock]</p><p>[h2]<strong>Outlander variant: Al-Badia</strong>[/h2]</p><p>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.</p><p></p><p><strong>Tribes of the High Desert (d8)</strong> [sblock]</p><ol> <li data-xf-list-type="ol"><em>House Asad (Children of the Lion): </em>The largest and wealthiest tribe, they are gifted riders and traders. Replace Athletics with Animal Handling or Persuasion, and begin with a camel.</li> <li data-xf-list-type="ol"><em>House Bakr (Clan of the Young Camel):</em> 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.</li> <li data-xf-list-type="ol"><em>House Dhi'b (Sons of the Wolf): </em>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.</li> <li data-xf-list-type="ol"><em>House Dubb (Children of the Bear): </em>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.</li> <li data-xf-list-type="ol"><em>House Nasr (People of the Eagle): </em>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.</li> <li data-xf-list-type="ol"><em>House Tayif (Ghost Warriors): </em>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.</li> <li data-xf-list-type="ol"><em>House Thawr (Children of the Bull): </em>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.</li> <li data-xf-list-type="ol"><em>House Uqab (League of the Vulture):</em> A barely enlightened tribe of scavengers and horse thieves. Replace Athletics with Animal Handling and begin with a riding horse.</li> </ol><p>[/sblock]</p><p>[h2]<strong>Sage</strong>[/h2]</p><p>You can roll on a table of lore specialties suited to Zakhara, making the listed adjustments to the Sage background.</p><p></p><p><strong>Specialty</strong> [sblock]</p><ol> <li data-xf-list-type="ol"><em>Alchemist: </em>Skills: Arcana, Nature. Tools: alchemist's supplies, <br /> herbalism kit.</li> <li data-xf-list-type="ol"><em>Astronomer: </em>Skills: Arcana, Nature. Tools: navigator's tools. Language: one bonus language.</li> <li data-xf-list-type="ol"><em>Cartographer: </em>Skills: History, Nature. Tools: cartographer's tools. Language: one bonus language.</li> <li data-xf-list-type="ol"><em>Historian, Librarian, or Mathematician: </em>Use the Sage unmodified, or swap out Arcana for Investigation.</li> <li data-xf-list-type="ol"><em>Physician: </em>Skills: Nature, Medicine. Tools: herbalism kit, poisoner's kit.</li> <li data-xf-list-type="ol"><em>Scribe: </em>Skills: History, Inestigation. Tools: calligrapher's tools. Language: one bonus language.</li> </ol><p>[/sblock]</p><p>[h2]<strong>Sailor</strong>[/h2]</p><p>This background can be used unchanged.</p><p></p><p>[h2]<strong>Soldier variant: Mamluk</strong>[/h2]</p><p>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.</p><p></p><p><strong>Mamluk Societies (d12)</strong> [sblock]</p><ol> <li data-xf-list-type="ol"><em>The Dauntless: </em>Specialists in exploration and recovery of lost magic items. Skills: Intimidation, Perception. Tools: vehicles (land). Languages: one bonus language.</li> <li data-xf-list-type="ol"><em>The Defenders: </em>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.</li> <li data-xf-list-type="ol"><em>The Devoted/The Devout: </em>Religious Mamluks of I'tiraf and Kadarastro, respectively. Skills: Intimidation, Religion. Tools: calligrapher's supplies. Languages: one bonus language.</li> <li data-xf-list-type="ol"><em>The Dutiful: </em>Largest Mamluk society, with Mamluks stationed throughout Zakhara. Use the Soldier background unmodified.</li> <li data-xf-list-type="ol"><em>The Exalted: </em>Moralist Mamluks of the Pantheist League dedicated making Zakhara a more lawful civilized land. Skills: History, Intimidation. Tools: vehicles (land and sea).</li> <li data-xf-list-type="ol"><em>The Honored: </em>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.</li> <li data-xf-list-type="ol"><em>The Parched: </em>Mamluks based in Talab focused on protecting the water supply and nearby oases. Skills: Intimidation, Survival. Tools: vehicles (land). Languages: one bonus language.</li> <li data-xf-list-type="ol"><em>The Respected</em>: Based in Muluk, this society has a long and proud tradition of service to that city. Skills: History, Intimidation. Tools: gaming set, vehicles (land).</li> <li data-xf-list-type="ol"><em>The Studious: </em>A society of Mamluks specializing in communications and espionage. Skills: Intimidation, Investigation. Tools: disguise kit. Languages: one bonus language.</li> <li data-xf-list-type="ol"><em>The Valiant: </em>Specialists in lightning raids and ambushes. Skills: Intimidation, Stealth. Tools: disguise kit. Languages: one bonus language.</li> <li data-xf-list-type="ol"><em>The Wanderers: </em>Naval specialists based in Qudra. Skills: Athletics, Intimidation. Tools: navigator's tools, vehicles (sea).</li> <li data-xf-list-type="ol"><em>The Wondrous: </em>Parade troops and palace guards of the island of Afyal. Skills: Intimidation, Perception. Tools: gaming set, musical instrument.</li> </ol><p>[/sblock]</p><p>[h2]<strong>Urchin</strong>[/h2]</p><p>This background can be used unchanged.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6373581, member: 20323"] [COLOR=DarkOrange][h2][B]3. PHB Backgrounds & Variants[/B][/h2][/COLOR] [h2][B]Acolyte[/B][/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. [B]How did you end up at a mosque? (d6) [/B][sblock] [list=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. [*]You were left at the stairs of the mosque as a child, abandoned by your parents. [*]Your mother or father was an imam or an ethoist or moralist cleric and they raise you in the mosque. [*]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. [*]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. [*]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.[/list][/sblock] [B]Enlightened Gods (d10) [/B][sblock] [list=1] [*][I]Hajama the Courageous[/I] (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. [*][I]Hakiyah of the Sea Breezes [/I](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. [*][I]Haku Master of the Desert Wind [/I](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. [*][I]Jauhar the Gemmed [/I](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. [*][I]Jisan of the Floods [/I](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. [*][I]Kor the Venerable [/I](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. [*][I]Najm the Adventurous [/I](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. [*][I]Selan the Beautiful Moon [/I](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. [*][I]Zann the Learned [/I](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. [*][I]Temple of Ten Thousand Gods[/I] (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. [/list][/sblock] [h2][B]Charlatan variant: Noble Pauper[/B][/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][B]Criminal[/B][/h2] You can roll on this table of Bonds which better fit the criminals found in Arabian Adventures. [B]New Bonds (d6) [/B][sblock] [list=1][*]I am fascinated with a certain treasure which has eluded me at every turn, yet seems to leave only misery in its wake. [*]A wicked relative used me for my criminal skills to steal a treasure, then abandoned me to die. [*]My flamboyant antics are meant to attract the person I love but society won't let me be with. [*]I have been cursed by a genie I stole from, and removing the curse is my primary concern. [*]A fellow criminal who is like family to you is in deep trouble, and you aim to get them out of it. [*]You met another person who bears a stunning resemblance to you - perhaps a golden opportunity for you. [/list][/sblock] [h2][B]Entertainer variant: Storyteller[/B][/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][B]Folk Hero[/B][/h2] This background can be used unchanged. [h2][B]Guild Artisan variant: Guild Merchant[/B][/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." [B]Feature - Business Venture: [/B]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][B]Hermit[/B][/h2] You can roll on the following table to determine the nature of your Discovery. [B]Discoveries of Zakhara (d6)[/B] [sblock] [list=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. [*]You discovered a forgotten scroll of the Loregiver which reveals new teachings of the Enlightened Faith. [*]You discovered a haram - a holy site - like the fabled City of Peace. [*]You discovered ruins of an ancient culture with glyphs warning of the rise of a forgotten power like the Geomancers. [*]You discovered a secret cache of sha'ir writings about the Seal of Jafar al-Samal. [*]You discoverd a secret of the Grand Caliph's court, such as a curse, a concealed enemy, or a conspiracy. [/list][/sblock] [h2][B]Noble[/B][/h2] You may roll on the table below for various Arabian nobility titles. [B]Arabian Nobility (d6)[/B][sblock] [list=1][*]Amir / Amira (prince/princess) [*]Vizier (advisor to a ruler) [*]Sayyid / Sayyida (liege lord/sheriff) [*]Sheikh / Sheikha (tribal leader) [*]Imam (religious leader) [*]Qadi (judge) [/list][/sblock] [h2][B]Outlander variant: Al-Badia[/B][/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. [B]Tribes of the High Desert (d8)[/B] [sblock] [list=1][*][I]House Asad (Children of the Lion): [/I]The largest and wealthiest tribe, they are gifted riders and traders. Replace Athletics with Animal Handling or Persuasion, and begin with a camel. [*][I]House Bakr (Clan of the Young Camel):[/I] 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. [*][I]House Dhi'b (Sons of the Wolf): [/I]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. [*][I]House Dubb (Children of the Bear): [/I]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. [*][I]House Nasr (People of the Eagle): [/I]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. [*][I]House Tayif (Ghost Warriors): [/I]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. [*][I]House Thawr (Children of the Bull): [/I]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. [*][I]House Uqab (League of the Vulture):[/I] A barely enlightened tribe of scavengers and horse thieves. Replace Athletics with Animal Handling and begin with a riding horse. [/list][/sblock] [h2][B]Sage[/B][/h2] You can roll on a table of lore specialties suited to Zakhara, making the listed adjustments to the Sage background. [B]Specialty[/B] [sblock] [list=1][*][I]Alchemist: [/I]Skills: Arcana, Nature. Tools: alchemist's supplies, herbalism kit. [*][I]Astronomer: [/I]Skills: Arcana, Nature. Tools: navigator's tools. Language: one bonus language. [*][I]Cartographer: [/I]Skills: History, Nature. Tools: cartographer's tools. Language: one bonus language. [*][I]Historian, Librarian, or Mathematician: [/I]Use the Sage unmodified, or swap out Arcana for Investigation. [*][I]Physician: [/I]Skills: Nature, Medicine. Tools: herbalism kit, poisoner's kit. [*][I]Scribe: [/I]Skills: History, Inestigation. Tools: calligrapher's tools. Language: one bonus language. [/list][/sblock] [h2][B]Sailor[/B][/h2] This background can be used unchanged. [h2][B]Soldier variant: Mamluk[/B][/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. [B]Mamluk Societies (d12)[/B] [sblock] [list=1][*][I]The Dauntless: [/I]Specialists in exploration and recovery of lost magic items. Skills: Intimidation, Perception. Tools: vehicles (land). Languages: one bonus language. [*][I]The Defenders: [/I]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. [*][I]The Devoted/The Devout: [/I]Religious Mamluks of I'tiraf and Kadarastro, respectively. Skills: Intimidation, Religion. Tools: calligrapher's supplies. Languages: one bonus language. [*][I]The Dutiful: [/I]Largest Mamluk society, with Mamluks stationed throughout Zakhara. Use the Soldier background unmodified. [*][I]The Exalted: [/I]Moralist Mamluks of the Pantheist League dedicated making Zakhara a more lawful civilized land. Skills: History, Intimidation. Tools: vehicles (land and sea). [*][I]The Honored: [/I]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. [*][I]The Parched: [/I]Mamluks based in Talab focused on protecting the water supply and nearby oases. Skills: Intimidation, Survival. Tools: vehicles (land). Languages: one bonus language. [*][I]The Respected[/I]: Based in Muluk, this society has a long and proud tradition of service to that city. Skills: History, Intimidation. Tools: gaming set, vehicles (land). [*][I]The Studious: [/I]A society of Mamluks specializing in communications and espionage. Skills: Intimidation, Investigation. Tools: disguise kit. Languages: one bonus language. [*][I]The Valiant: [/I]Specialists in lightning raids and ambushes. Skills: Intimidation, Stealth. Tools: disguise kit. Languages: one bonus language. [*][I]The Wanderers: [/I]Naval specialists based in Qudra. Skills: Athletics, Intimidation. Tools: navigator's tools, vehicles (sea). [*][I]The Wondrous: [/I]Parade troops and palace guards of the island of Afyal. Skills: Intimidation, Perception. Tools: gaming set, musical instrument. [/list][/sblock] [h2][B]Urchin[/B][/h2] This background can be used unchanged. [/QUOTE]
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