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Forked Thread: Al-Qadim, Land of Fate 4e
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<blockquote data-quote="Jubelo" data-source="post: 4474213" data-attributes="member: 50"><p><strong>Scimitars Against the Dark</strong> by W. Baur</p><p></p><p>Dark Zakhara is kind of 'Ravenloft' meets "Al Qadim". The grand caliph is an ineffective ruler, as well as being sterile. Efreeti kingdoms reach into the material plane to capture slaves and goods, the Mamluks plot to take power from the caliphs and substitute their own rule and the cities may openly war with each other. Genies are rarely helpful and, in general, society is much less tolerant.</p><p></p><p>He created 2 kits:</p><p>The <em>Priest-Defender</em> is driven to exterminate evil. He can turn genies and undead, but may not associate with genies at all. He casts spells as a normal cleric, with emphasis on combat and protection spells. He also gains attack bonuses against specific foes as a ranger does. A new non-combat proficiency, Dark lore, allows him to know the habits and weaknesses of non-genie supernatural, evil monsters. </p><p></p><p>The <em>Sungazer </em>is a mage who derives his powers from 'dark forces of the ancient past'. Their protective spells reduce damage from evil, supernatural beings by -1/ 6 levels of ability. They may communicate with all supernatural creatures as if using a <em>comprehend languages</em> spell, and may <em>detect evil</em> once/day as a paladin. The price for their additional protection is gradual insanity.</p><p></p><p><strong>The Roof of the World</strong> by W.Baur</p><p></p><p>An overview of the Yakman holdings. He shows brief statistics for the rulers of the 8 provinces (Gate of Heaven, Sun's Eye, Fiend's Wing, Red Goat, Yak's Horn, Enlightened Ring, Bronze Falcon and Ghost Leopard) and the Emperor of the Lotus throne (young and ritually sacrificed every 20 years). He adds that the marrashi are willing allies. Rumors of Brotherhood of the Eternal Flame or Kadarosto connections to the Yakmen or Faceless God are repeated and suggestions to fit the Yikari Empire into other worlds (Birthright, Oerth, and others) are made.</p><p></p><p><strong>The Complete Book of Necromancers</strong> by Steve Kurtz</p><p></p><p>Some kits are offered, including the<em> Ghul Lord</em> who can spontaneously cast necromantic spells, at the cost of corruption of his mind and soul. Some salient abilities (as in the Ravenloft books for vampires) are suggested for npc's. </p><p></p><p>Some secret societies (Cult of Worms, the Scabrous Society and a Cult of Pain) are discussed. He also suggests the creation of tomes of power, books of dark knowledge. </p><p></p><p>One of these is <em>The Art of Necromancy </em>by Kazerabet. She was described as being the 'former queen of an entire undead principality' and I found elsewhere on the web that it is believed the campaign in the book takes place nearly 100 years after <em>Cities of Bone</em>.</p><p></p><p>The campaign takes place on the Isle of Sahu.. the serenity is the serenity of the dead. Starting with ghoulish pirates and a shipwreck, the party discovers priests of the God of the Ghouls. The priests claim to take care of the island's dead, but devour them instead. One of C.A. Smith's stories is almost exactly this. The campaign trails through 'normal' necromancers, creators of gargantuan golems and other horrors before ending with Verminissa, an ancient liche who tends the garden of worms.. a garden of halfhuman plant things and limbs rooted in the dark soil of her cavern prison.</p><p></p><p>Brief notes for another group of quests are given, including one where six urns holding the ashes of a noted heretic are to be recovered. Places where they might be are undersea, in a scorpion infested ravine and guarded by a neutral genie, sphinx or similar.</p><p></p><p>Although the imagery of the campaign is slightly dated, I enjoy the swords and sorcery side of Arabian adventures too, and hope that some of this might be of use.</p><p></p><p>Jon</p><p></p><p>If Mr. Baur thinks that I've put down too much info, please let me know and I'll remove. </p><p></p><p>thx</p><p>Jon</p></blockquote><p></p>
[QUOTE="Jubelo, post: 4474213, member: 50"] [B]Scimitars Against the Dark[/B] by W. Baur Dark Zakhara is kind of 'Ravenloft' meets "Al Qadim". The grand caliph is an ineffective ruler, as well as being sterile. Efreeti kingdoms reach into the material plane to capture slaves and goods, the Mamluks plot to take power from the caliphs and substitute their own rule and the cities may openly war with each other. Genies are rarely helpful and, in general, society is much less tolerant. He created 2 kits: The [I]Priest-Defender[/I] is driven to exterminate evil. He can turn genies and undead, but may not associate with genies at all. He casts spells as a normal cleric, with emphasis on combat and protection spells. He also gains attack bonuses against specific foes as a ranger does. A new non-combat proficiency, Dark lore, allows him to know the habits and weaknesses of non-genie supernatural, evil monsters. The [I]Sungazer [/I]is a mage who derives his powers from 'dark forces of the ancient past'. Their protective spells reduce damage from evil, supernatural beings by -1/ 6 levels of ability. They may communicate with all supernatural creatures as if using a [I]comprehend languages[/I] spell, and may [I]detect evil[/I] once/day as a paladin. The price for their additional protection is gradual insanity. [B]The Roof of the World[/B] by W.Baur An overview of the Yakman holdings. He shows brief statistics for the rulers of the 8 provinces (Gate of Heaven, Sun's Eye, Fiend's Wing, Red Goat, Yak's Horn, Enlightened Ring, Bronze Falcon and Ghost Leopard) and the Emperor of the Lotus throne (young and ritually sacrificed every 20 years). He adds that the marrashi are willing allies. Rumors of Brotherhood of the Eternal Flame or Kadarosto connections to the Yakmen or Faceless God are repeated and suggestions to fit the Yikari Empire into other worlds (Birthright, Oerth, and others) are made. [B]The Complete Book of Necromancers[/B] by Steve Kurtz Some kits are offered, including the[I] Ghul Lord[/I] who can spontaneously cast necromantic spells, at the cost of corruption of his mind and soul. Some salient abilities (as in the Ravenloft books for vampires) are suggested for npc's. Some secret societies (Cult of Worms, the Scabrous Society and a Cult of Pain) are discussed. He also suggests the creation of tomes of power, books of dark knowledge. One of these is [I]The Art of Necromancy [/I]by Kazerabet. She was described as being the 'former queen of an entire undead principality' and I found elsewhere on the web that it is believed the campaign in the book takes place nearly 100 years after [I]Cities of Bone[/I]. The campaign takes place on the Isle of Sahu.. the serenity is the serenity of the dead. Starting with ghoulish pirates and a shipwreck, the party discovers priests of the God of the Ghouls. The priests claim to take care of the island's dead, but devour them instead. One of C.A. Smith's stories is almost exactly this. The campaign trails through 'normal' necromancers, creators of gargantuan golems and other horrors before ending with Verminissa, an ancient liche who tends the garden of worms.. a garden of halfhuman plant things and limbs rooted in the dark soil of her cavern prison. Brief notes for another group of quests are given, including one where six urns holding the ashes of a noted heretic are to be recovered. Places where they might be are undersea, in a scorpion infested ravine and guarded by a neutral genie, sphinx or similar. Although the imagery of the campaign is slightly dated, I enjoy the swords and sorcery side of Arabian adventures too, and hope that some of this might be of use. Jon If Mr. Baur thinks that I've put down too much info, please let me know and I'll remove. thx Jon [/QUOTE]
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