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[Let's Read] Al-Qadim: Land of Fate Boxed Set
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<blockquote data-quote="Libertad" data-source="post: 7944218" data-attributes="member: 6750502"><p style="text-align: center"><strong>Chapter 3: Life in the Desert</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/o2FBysl.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>This is a rather brief chapter, focusing on how the al-Badia people live. Zakhara is dominated by two major deserts: the High Desert and the Haunted Lands, and besides a few examples no large cities exist given that what few sources of water there are. All recognize the deserts’ dangers, but the al-Badia can see the beauty of the land. Nomad tribes heavily rely upon trade and livestock for survival: sour milk, roasted desert rats and lizards, and dates are common sources of food, and in lieu of water people wash with sand for hygiene. Dogs and falcons are commonly used for hunting prey, particularly gazelle, and it is customary to pray to Fate and the gods before going on an expedition to raise one’s chances of success. A unique and rare food known as “nomad’s bread” is regarded as a delicacy by the al-Badia, cooked from unleavened dough tossed into a campfire before being cleaned of ash and sand and dunked in a cup of butter.</p><p></p><p>Al-Badia tribes have seasonal routes where they pick up stakes and make voyages to nearby towns and cities, selling the various goods of their people (wool, livestock, textiles, etc) to in turn buy items they cannot ordinarily obtain on their own. They often graze off the land, and when camping arrange their tents so that they’re within easy hearing range of warning horns in the event of trouble.</p><p></p><p>For what they cannot (or will not) trade for, they often obtain in raids where hunters will ride at night or during a dust storm to steal cattle from another tribe. This is meant to be a non-lethal affair, where those who remain in their tents are untouched and combat is not to the death, with signs of surrender known to almost all tribes to ensure that such raids don’t devolve into blood feuds. City-dwellers have no love or understanding for such raids, so nomads who attack villages and outposts often escalate things into bloodier affairs. More sensible and honorable tribes discourage this practice unless times are truly lean.</p><p></p><p>Nomads recognize laws of hospitality much as city-dwellers do, although the traditions are different in some ways, such hanging up a frock at a tent’s front to celebrate a guest’s arrival. It is during this time that the al-Badia have mutton as a feast, for sheep are delicious but their wool is an important trade good. Marriage (and divorce) are more informal as well, where a husband simply declares his desire three times while in the woman’s case she returns to her parents’ home. Babies are often decorated with blue-beaded caps, kohl on the face, and a dagger by the side of their crib in belief that such things protect them against the evil eye, a unique type of curse in Zakhara which is often bestowed by genies who become jealous of mortals who are too obviously arrogant.*</p><p></p><p>*This has mechanical rules in Arabian Adventures, and as a result causes most Zakharans to make shows of humility when they are praised in public.</p><p></p><p>It goes without saying that camels are a common herd animal among the al-Badia, as well as anyone who seeks to traverse Zakhara’s inland regions. They can endure the heat and poor resources of the desert, their dung can be used for fire fuel, and their urine serves as a multipurpose shampoo/disinfectant/eyewash/laxative.</p><p></p><p>Honestly, I am a bit surprised that there’s no mention of horses. In real-world Arab societies horses played an iconic role more so than camels, and served as a status symbol and were used for a variety of roles from racing to war. Camels were more typically draft animals.</p><p></p><p style="text-align: center"><strong>Chapter 4: Desert Tribes</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/P4Q4kPD.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>This chapter covers the major groups of al-Badia, split up into tribes of the High Desert and the Haunted Lands with nine among the former and three upon the latter. There are hundreds of smaller tribes which are little more than individual bands and extended family units, while the major tribes can number thousands of people (and ten times as many livestock). The tribes of the Haunted Lands by contrast are fewer in number, and their region is more highly elevated above sea level. Said desert was once home to warring kingdoms, and it is an important trading route connecting the eastern Ruined Kingdoms to the League of the Pantheon.</p><p></p><p><strong>A Note on NPCs:</strong> It is with this chapter that we begin to see a common trend in the al-Qadim setting. Although none have full stat blocks, Zakhara is similar to Forgotten Realms in that its important figures tend towards the higher levels. Most city rulers and tribal leaders are quite high level, ranging from the low 10s to 15 and higher. Levels 5 to 10 are usually the sons and daughters or more minor yet notable figures in court. But unlike Forgotten Realms, most such figures tend to the interests of their hometowns primarily (or themselves for the less scrupulous sorts); nobody exceeds 20th level, and there’s no Elminster or Seven Sisters’ equivalents going around Zakhara and righting wrongs. Even the Grand Caliph and his court usually delegate matters to local rulers instead of intervening directly, using the empire’s bureaucracy and institutional power to alleviate injustices.</p><p></p><p style="text-align: center"><strong>Tribes of the High Desert</strong></p><p></p><p><strong>House of Asad (Children of the Lion)</strong> are one of the more prosperous tribes of the High Desert, and this in turn makes them quite arrogant. They claim a notable Jamal Oasis as their land but let other Enlightened tribes make use of it. Their leader, Sheikh Najib bin Kamal al-Asad, is one of the few 20th level NPCs in the setting and is known for being unmatched in combat.</p><p></p><p><strong>House Bakr (Clan of the Young Camel)</strong> mostly live in and nearby Tajara, one of the cities of the Pearl. Their leader, Sheikh Ali al-Hadd, is the son of one of the rebels against the city’s ruler, who saw a vision that the people of his clan would know only misfortune within its walls. As said leader was formerly a prominent officer, relations between House Bakr and Tajar’s government are strained.</p><p></p><p><strong>House of Dhib (Sons of the Wolf)</strong> live mostly as craftsmen and herders, but are notorious raiders of caravans and use old qal’ats (ruined fortresses) in the mountains to store their ill-gotten gains. Many such strongholds are believed to be magically warded from conventional view. Its leader, Sheikh Anwat al-Makkur, is gaunt to the point that he’s nicknamed “the Skeleton.”</p><p></p><p><strong>House of Dubb (House of the Bear)</strong> live in the southwest portion of the High Desert, and also harvest the woodland resources of the Realm of Bleeding Trees. Its leader, Sheikh Yaqub al-Quwwat, would much prefer to go out on adventures than attend his traditional duties. He has also fallen in love with the city of Ajayib’s ruler, in part because he is still unmarried without children and was told of a prophecy that he does not have long to live.</p><p></p><p><strong>House of Nasr (People of the Eagle)</strong> are well-known for maintaining the Desert Mosque which is holy to all nomadic tribes. The clans among the house serve yearly rotations where they watch over the mosque, and its leader Sheikh Nadia umm Fadela is famous for protecting it from foreign raiders. She is also known for single handedly rescuing her daughter from a band of mamluk slavers from Qudra. Said daughter has red hair* and was thus mistaken as an Unenlightened barbarian. This was all settled amicably once the mistake was revealed, and the responsible mamluks were assigned to the less-prestigious naval units of their city</p><p></p><p>*which calls the marital faithfulness of Sheikh Nadia into question in very whispered hushes.</p><p></p><p><strong>House of Sihr (Jann of the High Desert)</strong> are not humanoid at all, but rather janni who live in the most inhospitable region of the High Desert: the appropriately-named Genie’s Anvil. They are a diverse gathering of clans hailing from faraway lands, some serving greater genies and others independent. They live much as other al-Badia, albeit with more magical abilities in common use. Their leader, Amir Bouladin al-Mutajalli, oversees a group of lesser sheikhs who regard themselves as the most important clan, and his daughter is often fond of disguising herself as a mortal and accompanying adventurers to fascinating locations.</p><p></p><p><strong>House of Tayif (Ghost-Warriors)</strong> are Unenlightened, and their major stock in trade is raiding other tribes and appear to only seek violence against trading caravans. Its leader, Mouli al-Ajami,* is a blonde-haired, blue-eyed foreigner who seeks vengeance against the Caliphate for his capture and torture at the hands of Qudran mamluks. Interestingly said foreigner is a Paladin, and given that this is pre-4th Edition where they could only be Lawful Good, this makes me wonder if there’s some deeper tale to tell behind this. Anger at Qudra’s military is understandable (they aren’t above using under-handed measures against their fellow cities as we’ll find out in Chapter 7), but the tribes’ portrayal sounds like they’re attacking a much wider audience than the mamluks.</p><p></p><p>*Ajami is a Zakharan term for ‘foreigner.’ Another foreign NPC in this book also has this title.</p><p></p><p><strong>House of Thawr (Children of the Bull)</strong> had the majority of their number settle into more sedentary lives in the Pearl Cities. The remaining nomads have been on the receiving end of attacks from said cities after some unsuccessful raids. Its leader, Sheikh Ali al-Sadid, has refused various plans from advisors, instead placing his trust in visions of a “cleansing wind” that shall destroy the cities. His daughter worries about her father’s sanity, and has pressed the ablest members of the tribe into scouring dungeons and ruins for valuable treasures to uplift themselves out of poverty.</p><p></p><p><strong>House of Uqab</strong> are technically Enlightened and pledge loyalty to the Grand Caliph, but they are made up of outcasts from the other tribes and not hospitable to strangers. They have even been known to recruit Unenlightened tribes from the mountains, but often employ them as expendable mercenaries on the front lines of raids. Their leader, Solina al-Ganij, is a powerful fire mage and former member of the Brotherhood of the True Flame who is on the run after a failed assassination attempt against the sultana of Hiyal.</p><p></p><p style="text-align: center"><strong>Tribes of the Haunted Lands</strong></p><p></p><p>Unlike the High Desert, these ones have no alternate names in parenthesis.</p><p></p><p><strong>House of Hanif</strong> are the largest tribe and whose center of governance operates out of a qal’at once home to an order of holy slayers. They are loyal to the Caliph and even have their own ambassador in Huzuz. The leaders’ two sons differ on their relationship to the Grand Caliph, with one entranced with the courts’ wonders and marvels of the city-dwellers, while the other feels that they are too much under the al-Hadhar’s thumb and advocates building their own city. Both sons have advocates among the tribes, which may lead into an ideological split.</p><p></p><p><strong>House of Hotek</strong> have a legendary rivalry with the City of Hiyal. The greed and treachery of the latter’s governance has earned them many enemies, and the House’s numbers increased exponentially from those who lost everything from Hiyal’s sultana. Its leader, Ibrin bin Hotek, seeks to destroy the city and the evil legacy of its rulers, and leads many raids against its holdings.</p><p></p><p><strong>Jann of the Haunted Lands</strong> tend to be more erratic and quick to offense than their counterparts in the High Desert, which causes most to avoid them unless they have no other option. They once lived in a grand civilization known as the Great Anvil, but its buildings are now charred ruins among the desert. Many people theorize that this is the reason for their violence and paranoia. They used to pledge loyalty to every new Grand Caliph for the past 14 generations, but as of today no jann diplomat has been sent to Huzuz’s court. Its leader, Amir Heidar Qan (who has no HD or level listed) has not been seen in 50 years, and if he’s alive he acts only through servants who claim to speak in his will.</p><p></p><p><strong>Thoughts So Far:</strong> I like how the al-Badia clans have enough detail that virtually each of them has an adventure hook of some kind or an interesting ally or backstory for a nomadic PC. There’s quite a bit of talk on the ‘mundanities of life’ which I touched upon in my last entry. Unfortunately, we don’t have much more info on nomads beyond these chapters, for the rest are by and large dedicated to the al-Hadhar cities of Zakhara.</p><p></p><p><strong>Join us next time as we cover Chapter 5: Gods & Faiths!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 7944218, member: 6750502"] [center][b]Chapter 3: Life in the Desert[/b] [img]https://i.imgur.com/o2FBysl.png[/img][/center] This is a rather brief chapter, focusing on how the al-Badia people live. Zakhara is dominated by two major deserts: the High Desert and the Haunted Lands, and besides a few examples no large cities exist given that what few sources of water there are. All recognize the deserts’ dangers, but the al-Badia can see the beauty of the land. Nomad tribes heavily rely upon trade and livestock for survival: sour milk, roasted desert rats and lizards, and dates are common sources of food, and in lieu of water people wash with sand for hygiene. Dogs and falcons are commonly used for hunting prey, particularly gazelle, and it is customary to pray to Fate and the gods before going on an expedition to raise one’s chances of success. A unique and rare food known as “nomad’s bread” is regarded as a delicacy by the al-Badia, cooked from unleavened dough tossed into a campfire before being cleaned of ash and sand and dunked in a cup of butter. Al-Badia tribes have seasonal routes where they pick up stakes and make voyages to nearby towns and cities, selling the various goods of their people (wool, livestock, textiles, etc) to in turn buy items they cannot ordinarily obtain on their own. They often graze off the land, and when camping arrange their tents so that they’re within easy hearing range of warning horns in the event of trouble. For what they cannot (or will not) trade for, they often obtain in raids where hunters will ride at night or during a dust storm to steal cattle from another tribe. This is meant to be a non-lethal affair, where those who remain in their tents are untouched and combat is not to the death, with signs of surrender known to almost all tribes to ensure that such raids don’t devolve into blood feuds. City-dwellers have no love or understanding for such raids, so nomads who attack villages and outposts often escalate things into bloodier affairs. More sensible and honorable tribes discourage this practice unless times are truly lean. Nomads recognize laws of hospitality much as city-dwellers do, although the traditions are different in some ways, such hanging up a frock at a tent’s front to celebrate a guest’s arrival. It is during this time that the al-Badia have mutton as a feast, for sheep are delicious but their wool is an important trade good. Marriage (and divorce) are more informal as well, where a husband simply declares his desire three times while in the woman’s case she returns to her parents’ home. Babies are often decorated with blue-beaded caps, kohl on the face, and a dagger by the side of their crib in belief that such things protect them against the evil eye, a unique type of curse in Zakhara which is often bestowed by genies who become jealous of mortals who are too obviously arrogant.* *This has mechanical rules in Arabian Adventures, and as a result causes most Zakharans to make shows of humility when they are praised in public. It goes without saying that camels are a common herd animal among the al-Badia, as well as anyone who seeks to traverse Zakhara’s inland regions. They can endure the heat and poor resources of the desert, their dung can be used for fire fuel, and their urine serves as a multipurpose shampoo/disinfectant/eyewash/laxative. Honestly, I am a bit surprised that there’s no mention of horses. In real-world Arab societies horses played an iconic role more so than camels, and served as a status symbol and were used for a variety of roles from racing to war. Camels were more typically draft animals. [center][b]Chapter 4: Desert Tribes[/b] [img]https://i.imgur.com/P4Q4kPD.png[/img][/center] This chapter covers the major groups of al-Badia, split up into tribes of the High Desert and the Haunted Lands with nine among the former and three upon the latter. There are hundreds of smaller tribes which are little more than individual bands and extended family units, while the major tribes can number thousands of people (and ten times as many livestock). The tribes of the Haunted Lands by contrast are fewer in number, and their region is more highly elevated above sea level. Said desert was once home to warring kingdoms, and it is an important trading route connecting the eastern Ruined Kingdoms to the League of the Pantheon. [b]A Note on NPCs:[/b] It is with this chapter that we begin to see a common trend in the al-Qadim setting. Although none have full stat blocks, Zakhara is similar to Forgotten Realms in that its important figures tend towards the higher levels. Most city rulers and tribal leaders are quite high level, ranging from the low 10s to 15 and higher. Levels 5 to 10 are usually the sons and daughters or more minor yet notable figures in court. But unlike Forgotten Realms, most such figures tend to the interests of their hometowns primarily (or themselves for the less scrupulous sorts); nobody exceeds 20th level, and there’s no Elminster or Seven Sisters’ equivalents going around Zakhara and righting wrongs. Even the Grand Caliph and his court usually delegate matters to local rulers instead of intervening directly, using the empire’s bureaucracy and institutional power to alleviate injustices. [center][b]Tribes of the High Desert[/b][/center] [b]House of Asad (Children of the Lion)[/b] are one of the more prosperous tribes of the High Desert, and this in turn makes them quite arrogant. They claim a notable Jamal Oasis as their land but let other Enlightened tribes make use of it. Their leader, Sheikh Najib bin Kamal al-Asad, is one of the few 20th level NPCs in the setting and is known for being unmatched in combat. [b]House Bakr (Clan of the Young Camel)[/b] mostly live in and nearby Tajara, one of the cities of the Pearl. Their leader, Sheikh Ali al-Hadd, is the son of one of the rebels against the city’s ruler, who saw a vision that the people of his clan would know only misfortune within its walls. As said leader was formerly a prominent officer, relations between House Bakr and Tajar’s government are strained. [b]House of Dhib (Sons of the Wolf)[/b] live mostly as craftsmen and herders, but are notorious raiders of caravans and use old qal’ats (ruined fortresses) in the mountains to store their ill-gotten gains. Many such strongholds are believed to be magically warded from conventional view. Its leader, Sheikh Anwat al-Makkur, is gaunt to the point that he’s nicknamed “the Skeleton.” [b]House of Dubb (House of the Bear)[/b] live in the southwest portion of the High Desert, and also harvest the woodland resources of the Realm of Bleeding Trees. Its leader, Sheikh Yaqub al-Quwwat, would much prefer to go out on adventures than attend his traditional duties. He has also fallen in love with the city of Ajayib’s ruler, in part because he is still unmarried without children and was told of a prophecy that he does not have long to live. [b]House of Nasr (People of the Eagle)[/b] are well-known for maintaining the Desert Mosque which is holy to all nomadic tribes. The clans among the house serve yearly rotations where they watch over the mosque, and its leader Sheikh Nadia umm Fadela is famous for protecting it from foreign raiders. She is also known for single handedly rescuing her daughter from a band of mamluk slavers from Qudra. Said daughter has red hair* and was thus mistaken as an Unenlightened barbarian. This was all settled amicably once the mistake was revealed, and the responsible mamluks were assigned to the less-prestigious naval units of their city *which calls the marital faithfulness of Sheikh Nadia into question in very whispered hushes. [b]House of Sihr (Jann of the High Desert)[/b] are not humanoid at all, but rather janni who live in the most inhospitable region of the High Desert: the appropriately-named Genie’s Anvil. They are a diverse gathering of clans hailing from faraway lands, some serving greater genies and others independent. They live much as other al-Badia, albeit with more magical abilities in common use. Their leader, Amir Bouladin al-Mutajalli, oversees a group of lesser sheikhs who regard themselves as the most important clan, and his daughter is often fond of disguising herself as a mortal and accompanying adventurers to fascinating locations. [b]House of Tayif (Ghost-Warriors)[/b] are Unenlightened, and their major stock in trade is raiding other tribes and appear to only seek violence against trading caravans. Its leader, Mouli al-Ajami,* is a blonde-haired, blue-eyed foreigner who seeks vengeance against the Caliphate for his capture and torture at the hands of Qudran mamluks. Interestingly said foreigner is a Paladin, and given that this is pre-4th Edition where they could only be Lawful Good, this makes me wonder if there’s some deeper tale to tell behind this. Anger at Qudra’s military is understandable (they aren’t above using under-handed measures against their fellow cities as we’ll find out in Chapter 7), but the tribes’ portrayal sounds like they’re attacking a much wider audience than the mamluks. *Ajami is a Zakharan term for ‘foreigner.’ Another foreign NPC in this book also has this title. [b]House of Thawr (Children of the Bull)[/b] had the majority of their number settle into more sedentary lives in the Pearl Cities. The remaining nomads have been on the receiving end of attacks from said cities after some unsuccessful raids. Its leader, Sheikh Ali al-Sadid, has refused various plans from advisors, instead placing his trust in visions of a “cleansing wind” that shall destroy the cities. His daughter worries about her father’s sanity, and has pressed the ablest members of the tribe into scouring dungeons and ruins for valuable treasures to uplift themselves out of poverty. [b]House of Uqab[/b] are technically Enlightened and pledge loyalty to the Grand Caliph, but they are made up of outcasts from the other tribes and not hospitable to strangers. They have even been known to recruit Unenlightened tribes from the mountains, but often employ them as expendable mercenaries on the front lines of raids. Their leader, Solina al-Ganij, is a powerful fire mage and former member of the Brotherhood of the True Flame who is on the run after a failed assassination attempt against the sultana of Hiyal. [center][b]Tribes of the Haunted Lands[/b][/center] Unlike the High Desert, these ones have no alternate names in parenthesis. [b]House of Hanif[/b] are the largest tribe and whose center of governance operates out of a qal’at once home to an order of holy slayers. They are loyal to the Caliph and even have their own ambassador in Huzuz. The leaders’ two sons differ on their relationship to the Grand Caliph, with one entranced with the courts’ wonders and marvels of the city-dwellers, while the other feels that they are too much under the al-Hadhar’s thumb and advocates building their own city. Both sons have advocates among the tribes, which may lead into an ideological split. [b]House of Hotek[/b] have a legendary rivalry with the City of Hiyal. The greed and treachery of the latter’s governance has earned them many enemies, and the House’s numbers increased exponentially from those who lost everything from Hiyal’s sultana. Its leader, Ibrin bin Hotek, seeks to destroy the city and the evil legacy of its rulers, and leads many raids against its holdings. [b]Jann of the Haunted Lands[/b] tend to be more erratic and quick to offense than their counterparts in the High Desert, which causes most to avoid them unless they have no other option. They once lived in a grand civilization known as the Great Anvil, but its buildings are now charred ruins among the desert. Many people theorize that this is the reason for their violence and paranoia. They used to pledge loyalty to every new Grand Caliph for the past 14 generations, but as of today no jann diplomat has been sent to Huzuz’s court. Its leader, Amir Heidar Qan (who has no HD or level listed) has not been seen in 50 years, and if he’s alive he acts only through servants who claim to speak in his will. [b]Thoughts So Far:[/b] I like how the al-Badia clans have enough detail that virtually each of them has an adventure hook of some kind or an interesting ally or backstory for a nomadic PC. There’s quite a bit of talk on the ‘mundanities of life’ which I touched upon in my last entry. Unfortunately, we don’t have much more info on nomads beyond these chapters, for the rest are by and large dedicated to the al-Hadhar cities of Zakhara. [b]Join us next time as we cover Chapter 5: Gods & Faiths![/b] [/QUOTE]
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[Let's Read] Al-Qadim: Land of Fate Boxed Set
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