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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: 7947705" data-attributes="member: 6750502"><p style="text-align: center"><strong>Adventurer’s Guide Appendices & Handouts</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/PyCWzBx.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Technically speaking we still have 2 sourcebooks in this boxed set to do, but given the relative briefness of the Appendices in the Adventurer’s Guide I’m covering them as well as the individual handouts.</p><p></p><p style="text-align: center"><strong>Appendix A: Legends and Tales of Zakhara</strong></p><p></p><p>This is an anthology of five short stories spanning ten pages. Due to their briefness I’m going to quickly summarize them, and how they relate to the setting’s history and how things came to be in modern times.</p><p></p><p>The first tale, <strong>the Maiden of Beauty,</strong> speaks of pre-Enlightenment times. The woman who would become known as the Loregiver was born with amazing beauty in a world where humanity lived in isolated villages among the coasts. The gods and genies were the true masters of the world, foolish and cruel beings who warred upon each other over territory. When they noticed the Loregiver beauty they sailed to the city in which she lived, and fought among each other for the right to wed her. The individual genie lords and gods threatened her people should they not give her over as a bride, putting the populace in an unwinnable situation. The Loregiver despaired and fled into the far jungles, even going so far as to attempt suicide, yet the very elements conspired to keep her alive. Fate visited her in the form of a mortal lady. Together, they came up with a plan. The Loregiver, disguised as an old man, revisited the city, with Fate using her powers behind the scenes to make her appear more than a mere mortal. And so the Loregiver tricked the gods and genies into an unwinnable contest to see who can find the object of their affections first. They failed, never thinking the ‘old man’ to be anyone other than what they appeared to be, and in exchange she extracted an oath from them to leave the mortal world. Kor, along with Najm and Hajama, chose among their own mortals worthy to act in their stead, becoming the first Enlightened clerics.</p><p></p><p>The gods never retaliated upon learning of this deception, unwilling to admit they were deceived by a mortal (and clerics know better than to press the issue should they manage to speak with said gods). Fate remained with the Loregiver until her death, and so the Loregiver was inspired to make a series of scrolls which would become known as the Law before burying them beneath her house.</p><p></p><p>The second tale, <strong>the Boy and the Genies,</strong> tells of how a miserly merchant feared for his wealth getting inherited by another upon his death. His cousin would be the primary inheritor, so he hired a bandit to kidnap him and leave him in the desert to die. Through the luck of Fate, the youth managed to find a magic sword from the skeleton of an elven warrior and a cave with drinking water. The cave was also home to a jealous ghul guarding a huge ruby; presuming the youth was a thief, she attacked him, but he blinded her by slicing her eyes with the sword and took the ruby. Sadly the ruby was too large to fit through the narrow crevice, so he cut it in two and rolled one half over to trip the blind ghul.</p><p></p><p>Fleeing back to his home city, he came upon a procession of genies whose lords were gathering in hopes of winning over the Loregiver’s hand in marriage. Unable to avoid their attention he prostrated at their feet, and from them he learned that the ruby was not unlike a great treasure of the dao but later claimed by other genie clans in various wars. The youth came up with a compromise, that the genie lords would hold the ruby in their palaces for three turnings each of the moon before passing it onto another. This is why there are four seasons lasting three months each, tied to the various four elements (winter the wettest, spring the nicest breezes, etc). In thanks for this, each of the genie clans gave to him a wife when he came of age, and he learned magic from them and became the first sha’ir. He asked his wives to use their powers to track down the bandit and his employer, and also offered inquiring mortals who sought to learn about the magical art of the genies. When his uncle was discovered, he gleefully admitted to his crimes. The youth’s efreeti wife beheaded him and turned his body to ashes, where they scattered upon the winds.</p><p></p><p>The third tale, <strong>the City of Peace,</strong> tells of how the Haunted Lands came to be such a desolate place and what became of its prior civilizations. It was once a lush and verdant region, but the people living there were vengeful and warlike. The sultan of a local city despaired of these forever wars and consulted his advisors for an end. They told him of a fabled realm known as the City of Peace, whose prized mystic held the answer to the region’s woes. He led a caravan in search of it, and eventually found the mystic… in a now-ruined oasis burned by raiders. His heart filled with rage, he vowed to bring the wrongdoers to justice. A young boy, the sole survivor, had the powers of a mystic and offered to lead him to the City of Peace alone. The sultan accepted, where he was led to a city inhabited by a beautiful woman that was Fate in disguise. She asked the sultan what he sought most, and he answered that he sought to find peace in the land but also gain vengeance against those who hurt his people and the clan of the mystic.</p><p></p><p>Needless to say, he got his wish. After going through a Rip Van Winkle style time travel slumber, he awoke to find the City of Peace in ruins...and it was in fact his own city. The warring clans were scattered to the far corners of Zakhara until further generations forgot their grudges. Those who did anything to harm the sultan’s people were killed to the very last. The region was now an inhospitable desert, containing hardly anything worth fighting over.</p><p></p><p>The fourth tale, <strong>the Voice of History,</strong> is by far the shortest in that it’s mostly a brief outline of Zakhara’s history, as told by a priest of that land addressing the people of Halruaa, a magocracy on the continent of Faerûn. The Halruaans have a hard time believing the more fanciful-sounding tales in spite of living in a city that’s high-magic even by Forgotten Realms standards. The Zakharan replies that their desire for the unvarnished truth is like “boiling the flesh off a duck:” you get to the bare bones, but is unpleasant for the duck. He points to the existence of the sha’ir’s pact with genies, the rotting foundations of the Ruined Kingdoms, and the binding influence of the Law uniting an entire continent as truth to the seeming extraordinary claims of bardic tales.</p><p></p><p>The final tale, <strong>the Dragon and the Genies,</strong> explains why dragons are nearly nonexistent in the Land of Fate. Somewhere in the unenlightened North, a clan of dragons destroyed most of their food sources as a result of their destructive raids. They sought to find new fertile lands, and the mightiest red dragon among them scouted south. The dragon came upon Zakhara. Hungry from his journey, he attempted to attack seemingly-normal human peasants for sustenance three separate times. In each result he was repelled by powerful magic from said peasants. Fearing such a land whose mere humans held such power, he came upon a young boy and approached him with fearful humility. Through this he learned that the three other mortals were the boy’s family, and that they had shown him mercy by not using their powers to kill him and instead merely frighten him into fleeing. He was “unenlightened and didn’t know any better,” after all. When asked if they were exceptional individuals for their land, the boy claimed that most were much more powerful. The dragon decided that Zakhara was more trouble than it’s worth and flew back north to warn the rest of his kind. In reality the boy was a genie, but the dragon did not know of this nor did he figure to ask the origin of said powers.</p><p></p><p style="text-align: center"><strong>Appendix B: Languages</strong></p><p></p><p>This discusses the major languages of the Land of Fate. Midani is the “common” tongue, and has five major dialects based upon the major regions (the “Cities of X” chapters) which are mutually intelligible with a little practice and exposure. Thieves’ Cant still functions as normal, but differs slightly from city to city. The typical racial languages still exist, but they’re only spoken among members of said races who know each other well; Giantish is shared among all giant clans, while Jannti is the universal tongue of the genie clans. There are some long-dead languages found only as runes, hieroglyphics, and some ancient undead. They include Noga and Kadari of the eponymous Ruined Kingdoms, Affa of the Isle of the Elephant’s ancient civilization, Chun once possessed by the people of the Haunted Lands, and oddly enough Drow. Which makes me wonder what languages the dark elves in the mountains near the Pearl Cities speak in modern times. Although part of me wonders if this is an internal editing error, where the drow were originally meant to be extinct but were brought back cuz nerds need their dark elves.</p><p></p><p>We also get a mention of what Outlander Tongues are commonly , which predictably are the “common tongues” from the other setting sourcebooks of Abeir-Toril; Faerunian is known as Thorasta for instance.</p><p></p><p>What follows is a Zakharan Phrase Guide for common words and sayings in the Land of Fate. They sound like transliterated Arabic and are a mixture of common concepts, exclamations, and poetic phrases. For example, “Es salam alekum (ess sah LAMB ah LEH koom)” means “May peace be upon you” which is a general greeting.</p><p></p><p style="text-align: center"><strong>Appendix C: The Zakharan Calendar</strong></p><p></p><p>The planet of Abeir-Toril is commonly called al-Toril in Zakhara. It is Earthlike in having 365 days, but in the Zakharan calendar each of the 12 months has 30 days. The five bonus days are High Holy Days belonging to no month:</p><p></p><p><img src="https://i.imgur.com/sJ6resL.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>The five Holy Days all occur at the end of the sixth month, Qawafil, and are known as Ahad, Atnen, Salas, Arba, and Yasad. Yasad is known as Ascension Day and marks the founding of the Caliphate, and all new Caliphs are officially crowned on this day. Events on the Holy Days differ based on culture and region, but are typically times of fasting and self-reflection broken by feasts upon completion. The Festival of the Pearl, for example, takes place during the Holy Days.</p><p></p><p style="text-align: center"><strong>Handouts & Maps</strong></p><p></p><p>These are not found in any of the three books proper, but are leaflets in the Land of Fate boxed set. 14 of them are maps with descriptions and legends on their backs, detailing specific areas in Huzuz or more generic ones such as a city marketplace, an oasis, or common residential dwellings. 1 illustrates common dress for occupations and social classes, while 2 go into detail on what kinds of possessions can be found among al-Badian nomads and their tents.</p><p></p><p>I’m not going to show all of the handouts, but they are quite decorative and useful. Here’s a few below:</p><p></p><p><img src="https://i.imgur.com/7KWsQ45.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><img src="https://i.imgur.com/y16SPpT.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><img src="https://i.imgur.com/D7g9mHp.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><img src="https://i.imgur.com/tl83YQR.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><img src="https://i.imgur.com/VQhl38t.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p style="text-align: center"><strong>The Zakharan Continent</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/NyJrs0E.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>We have a full-page illustration of the Zakharan continent and the many islands off its coasts. We have two maps: the first gives a zoomed-in view of the Suq Bay and inland Sea of Caravans which touches the Cities of the Heart, Cities of the North, and shows much of the High Desert; the other focuses on the Pearl Cities and the League of the Pantheon. The latter two maps are useful, but happen to cut out quite a bit of eastern Zakhara, which includes the Haunted Lands and Ruined Kingdoms.</p><p></p><p><strong>Thoughts So Far:</strong> I don’t have much to say at this point that I haven’t said above. I do enjoy the five tales, and they feel thematic of an Arabian Nights style setting. It does paint 3 of the 8 Major Gods as vindictive and predatory pricks, threatening to kill innocents if a woman is not married to one of them. But perhaps it’s to demonstrate that the wisdom of the Law changed them for the better? That’s my guess at least. The part on languages did not wow me, and while I do like some of the phrases I cannot see the Arabic* as being something most gaming groups will muster to remember beyond one or two favorite words or sayings. The maps aren’t anything special by modern standards, but in the early 90s I imagine they’re highly useful for getting a sense of Middle Eastern-style locations.</p><p></p><p>*Arabic-sounding, I am not fluent in the tongue.</p><p></p><p><strong>Join us next time as we cover the DM-centric booklet, Fortunes & Fates!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 7947705, member: 6750502"] [center][b]Adventurer’s Guide Appendices & Handouts[/b] [img]https://i.imgur.com/PyCWzBx.png[/img][/center] Technically speaking we still have 2 sourcebooks in this boxed set to do, but given the relative briefness of the Appendices in the Adventurer’s Guide I’m covering them as well as the individual handouts. [center][b]Appendix A: Legends and Tales of Zakhara[/b][/center] This is an anthology of five short stories spanning ten pages. Due to their briefness I’m going to quickly summarize them, and how they relate to the setting’s history and how things came to be in modern times. The first tale, [b]the Maiden of Beauty,[/b] speaks of pre-Enlightenment times. The woman who would become known as the Loregiver was born with amazing beauty in a world where humanity lived in isolated villages among the coasts. The gods and genies were the true masters of the world, foolish and cruel beings who warred upon each other over territory. When they noticed the Loregiver beauty they sailed to the city in which she lived, and fought among each other for the right to wed her. The individual genie lords and gods threatened her people should they not give her over as a bride, putting the populace in an unwinnable situation. The Loregiver despaired and fled into the far jungles, even going so far as to attempt suicide, yet the very elements conspired to keep her alive. Fate visited her in the form of a mortal lady. Together, they came up with a plan. The Loregiver, disguised as an old man, revisited the city, with Fate using her powers behind the scenes to make her appear more than a mere mortal. And so the Loregiver tricked the gods and genies into an unwinnable contest to see who can find the object of their affections first. They failed, never thinking the ‘old man’ to be anyone other than what they appeared to be, and in exchange she extracted an oath from them to leave the mortal world. Kor, along with Najm and Hajama, chose among their own mortals worthy to act in their stead, becoming the first Enlightened clerics. The gods never retaliated upon learning of this deception, unwilling to admit they were deceived by a mortal (and clerics know better than to press the issue should they manage to speak with said gods). Fate remained with the Loregiver until her death, and so the Loregiver was inspired to make a series of scrolls which would become known as the Law before burying them beneath her house. The second tale, [b]the Boy and the Genies,[/b] tells of how a miserly merchant feared for his wealth getting inherited by another upon his death. His cousin would be the primary inheritor, so he hired a bandit to kidnap him and leave him in the desert to die. Through the luck of Fate, the youth managed to find a magic sword from the skeleton of an elven warrior and a cave with drinking water. The cave was also home to a jealous ghul guarding a huge ruby; presuming the youth was a thief, she attacked him, but he blinded her by slicing her eyes with the sword and took the ruby. Sadly the ruby was too large to fit through the narrow crevice, so he cut it in two and rolled one half over to trip the blind ghul. Fleeing back to his home city, he came upon a procession of genies whose lords were gathering in hopes of winning over the Loregiver’s hand in marriage. Unable to avoid their attention he prostrated at their feet, and from them he learned that the ruby was not unlike a great treasure of the dao but later claimed by other genie clans in various wars. The youth came up with a compromise, that the genie lords would hold the ruby in their palaces for three turnings each of the moon before passing it onto another. This is why there are four seasons lasting three months each, tied to the various four elements (winter the wettest, spring the nicest breezes, etc). In thanks for this, each of the genie clans gave to him a wife when he came of age, and he learned magic from them and became the first sha’ir. He asked his wives to use their powers to track down the bandit and his employer, and also offered inquiring mortals who sought to learn about the magical art of the genies. When his uncle was discovered, he gleefully admitted to his crimes. The youth’s efreeti wife beheaded him and turned his body to ashes, where they scattered upon the winds. The third tale, [b]the City of Peace,[/b] tells of how the Haunted Lands came to be such a desolate place and what became of its prior civilizations. It was once a lush and verdant region, but the people living there were vengeful and warlike. The sultan of a local city despaired of these forever wars and consulted his advisors for an end. They told him of a fabled realm known as the City of Peace, whose prized mystic held the answer to the region’s woes. He led a caravan in search of it, and eventually found the mystic… in a now-ruined oasis burned by raiders. His heart filled with rage, he vowed to bring the wrongdoers to justice. A young boy, the sole survivor, had the powers of a mystic and offered to lead him to the City of Peace alone. The sultan accepted, where he was led to a city inhabited by a beautiful woman that was Fate in disguise. She asked the sultan what he sought most, and he answered that he sought to find peace in the land but also gain vengeance against those who hurt his people and the clan of the mystic. Needless to say, he got his wish. After going through a Rip Van Winkle style time travel slumber, he awoke to find the City of Peace in ruins...and it was in fact his own city. The warring clans were scattered to the far corners of Zakhara until further generations forgot their grudges. Those who did anything to harm the sultan’s people were killed to the very last. The region was now an inhospitable desert, containing hardly anything worth fighting over. The fourth tale, [b]the Voice of History,[/b] is by far the shortest in that it’s mostly a brief outline of Zakhara’s history, as told by a priest of that land addressing the people of Halruaa, a magocracy on the continent of Faerûn. The Halruaans have a hard time believing the more fanciful-sounding tales in spite of living in a city that’s high-magic even by Forgotten Realms standards. The Zakharan replies that their desire for the unvarnished truth is like “boiling the flesh off a duck:” you get to the bare bones, but is unpleasant for the duck. He points to the existence of the sha’ir’s pact with genies, the rotting foundations of the Ruined Kingdoms, and the binding influence of the Law uniting an entire continent as truth to the seeming extraordinary claims of bardic tales. The final tale, [b]the Dragon and the Genies,[/b] explains why dragons are nearly nonexistent in the Land of Fate. Somewhere in the unenlightened North, a clan of dragons destroyed most of their food sources as a result of their destructive raids. They sought to find new fertile lands, and the mightiest red dragon among them scouted south. The dragon came upon Zakhara. Hungry from his journey, he attempted to attack seemingly-normal human peasants for sustenance three separate times. In each result he was repelled by powerful magic from said peasants. Fearing such a land whose mere humans held such power, he came upon a young boy and approached him with fearful humility. Through this he learned that the three other mortals were the boy’s family, and that they had shown him mercy by not using their powers to kill him and instead merely frighten him into fleeing. He was “unenlightened and didn’t know any better,” after all. When asked if they were exceptional individuals for their land, the boy claimed that most were much more powerful. The dragon decided that Zakhara was more trouble than it’s worth and flew back north to warn the rest of his kind. In reality the boy was a genie, but the dragon did not know of this nor did he figure to ask the origin of said powers. [center][b]Appendix B: Languages[/b][/center] This discusses the major languages of the Land of Fate. Midani is the “common” tongue, and has five major dialects based upon the major regions (the “Cities of X” chapters) which are mutually intelligible with a little practice and exposure. Thieves’ Cant still functions as normal, but differs slightly from city to city. The typical racial languages still exist, but they’re only spoken among members of said races who know each other well; Giantish is shared among all giant clans, while Jannti is the universal tongue of the genie clans. There are some long-dead languages found only as runes, hieroglyphics, and some ancient undead. They include Noga and Kadari of the eponymous Ruined Kingdoms, Affa of the Isle of the Elephant’s ancient civilization, Chun once possessed by the people of the Haunted Lands, and oddly enough Drow. Which makes me wonder what languages the dark elves in the mountains near the Pearl Cities speak in modern times. Although part of me wonders if this is an internal editing error, where the drow were originally meant to be extinct but were brought back cuz nerds need their dark elves. We also get a mention of what Outlander Tongues are commonly , which predictably are the “common tongues” from the other setting sourcebooks of Abeir-Toril; Faerunian is known as Thorasta for instance. What follows is a Zakharan Phrase Guide for common words and sayings in the Land of Fate. They sound like transliterated Arabic and are a mixture of common concepts, exclamations, and poetic phrases. For example, “Es salam alekum (ess sah LAMB ah LEH koom)” means “May peace be upon you” which is a general greeting. [center][b]Appendix C: The Zakharan Calendar[/b][/center] The planet of Abeir-Toril is commonly called al-Toril in Zakhara. It is Earthlike in having 365 days, but in the Zakharan calendar each of the 12 months has 30 days. The five bonus days are High Holy Days belonging to no month: [img]https://i.imgur.com/sJ6resL.png[/img] The five Holy Days all occur at the end of the sixth month, Qawafil, and are known as Ahad, Atnen, Salas, Arba, and Yasad. Yasad is known as Ascension Day and marks the founding of the Caliphate, and all new Caliphs are officially crowned on this day. Events on the Holy Days differ based on culture and region, but are typically times of fasting and self-reflection broken by feasts upon completion. The Festival of the Pearl, for example, takes place during the Holy Days. [center][b]Handouts & Maps[/b][/center] These are not found in any of the three books proper, but are leaflets in the Land of Fate boxed set. 14 of them are maps with descriptions and legends on their backs, detailing specific areas in Huzuz or more generic ones such as a city marketplace, an oasis, or common residential dwellings. 1 illustrates common dress for occupations and social classes, while 2 go into detail on what kinds of possessions can be found among al-Badian nomads and their tents. I’m not going to show all of the handouts, but they are quite decorative and useful. Here’s a few below: [img]https://i.imgur.com/7KWsQ45.png[/img] [img]https://i.imgur.com/y16SPpT.png[/img] [img]https://i.imgur.com/D7g9mHp.png[/img] [img]https://i.imgur.com/tl83YQR.png[/img] [img]https://i.imgur.com/VQhl38t.png[/img] [center][b]The Zakharan Continent[/b] [img]https://i.imgur.com/NyJrs0E.png[/img][/center] We have a full-page illustration of the Zakharan continent and the many islands off its coasts. We have two maps: the first gives a zoomed-in view of the Suq Bay and inland Sea of Caravans which touches the Cities of the Heart, Cities of the North, and shows much of the High Desert; the other focuses on the Pearl Cities and the League of the Pantheon. The latter two maps are useful, but happen to cut out quite a bit of eastern Zakhara, which includes the Haunted Lands and Ruined Kingdoms. [b]Thoughts So Far:[/b] I don’t have much to say at this point that I haven’t said above. I do enjoy the five tales, and they feel thematic of an Arabian Nights style setting. It does paint 3 of the 8 Major Gods as vindictive and predatory pricks, threatening to kill innocents if a woman is not married to one of them. But perhaps it’s to demonstrate that the wisdom of the Law changed them for the better? That’s my guess at least. The part on languages did not wow me, and while I do like some of the phrases I cannot see the Arabic* as being something most gaming groups will muster to remember beyond one or two favorite words or sayings. The maps aren’t anything special by modern standards, but in the early 90s I imagine they’re highly useful for getting a sense of Middle Eastern-style locations. *Arabic-sounding, I am not fluent in the tongue. [b]Join us next time as we cover the DM-centric booklet, Fortunes & Fates![/b] [/QUOTE]
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[Let's Read] Al-Qadim: Land of Fate Boxed Set
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