AL-QADIM 3.5 PDF

Much like Kara-Tur and Maztica , it was presented as a distant continent on the world of Toril, the homeworld of the Forgotten Realms Setting. These "mini-settings," as they were, were conceived of as small projects that would allow TSR and GMs to explore alternate campaign settings without making massively different rulesets, species, and classes. Al-Qadim was unusual in that the name did not refer to the continent itself, as it did for the other modules, but to the culture that lived on the continent of Zakhara. Completely old school. Zakhara is a harsh, tropical continent that lies south of Faerun and southwest of Kara-tur, a land of rugged extremes, girded on all sides by sea.

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The first Al-Qadim product, Arabian Adventures , was released in The specific details of the setting are dealt with in later publications. The Al-Qadim setting was designed to be limited in scope, and was conceived as a two-year project.

Due to its popularity, it was extended by an extra year. Shannon Appelcline commented on Al-Qadim's release as "an Arabic setting that ended up placed in the southern Forgotten Realms. Like the other games of this period it had a strong artistic design, here overseen by Andria Hayday.

The 'cultural book' as Grubb called it — trying to suggest that it was an Oriental Adventures like release, rather than a full-blown campaign — was well received. Grubb would later say that was because they had managed to hide the setting's potential from 'the suits'. There are a number of important concepts to the Zakharan culture including honor, family, social station, purity, piety, and hospitality.

Zakhara's society is made up mainly of humans, but demihumans such as elves and dwarves are present in the setting as well, as well as humanoids such as orcs, goblinoids , and ogres. Unlike most settings, there is practically no racial disharmony in Zakhara: humans, elves, and orcs alike share the same culture, lifestyle, and social status, and races traditionally considered evil savages, such as goblins , are instead valued members of society.

The nomadic Al-Badia are predominantly human, whereas the Al-Hadhar possess greater diversity. The nomads and city-dwellers, humans and non-humans alike are all united as a single culture under a single religion a polytheistic pastiche of Islam and as subjects of the caliph ; the entire continent is effectively a single empire, although different regions, city-states, and tribes have unique local cultures.

Not all inhabitants of Zakhara belong to the shared culture, however: there are many tribes of pagan human barbarians who reject the Law of the Loregiver and the worship of the Pantheon, and certain monstrous races—including the yuan-ti, the vile yak-men or yikaria as they call themselves , and most giants —dwell apart in their own societies.

The people of Zakhara speak and write a common language called Midani represented by Arabic. Zakhara has a wide variety of gods , but all recognize the power of Fate. Fate may cast down the mightiest sultan or raise up the meanest beggar. None can agree on her nature, whether the mother of the gods or an elemental force. All acknowledge her power, however. In the distant past, a woman known only as the Loregiver penned the scrolls that clearly laid out the laws of the land, some say guided by the hand of Fate.

The wisdom of this Lore was immediately recognized and became the basis of law in Zakhara. Player characters in the Al-Qadim setting can choose from any of a number of character types. These kits are generally available to all characters, with certain restrictions based on the race of the character. The City of Delights accessory suggests goblins, hobgoblins, kobolds, lizard men, ogres, half-ogres, orcs, and half-orcs as appropriate PC races as well.

Standard classes allowed include all the classes from the player's handbook except specialty priests including druids and specialist wizards. Additional kits are presented in the "Scimitars Against the Dark" article in Dragon In addition, the Tomb Robber Rogue is adapted from the Burglar kit.

Al-Qadim had a number of support products released before the line came to an end. These include:. From Wikipedia, the free encyclopedia. This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources.

Unsourced material may be challenged and removed. Dragon Magazine. Al-Qadim: Arabian Adventures. TSR, Inc. Wizards of the Coast. Archived from the original on Retrieved Mongoose Publishing.

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The basic campaign setting was divided between two game products: Al-Qadim: Arabian Adventures , a sourcebook describing character creation rules, equipment, and spells unique to the setting, and Al-Qadim: Land of Fate , a boxed set describing the land of Zakhara, with separate sourcebooks for the players and the Dungeon Master. There are a number of important concepts to the Zakharan culture including honor, family, social station, purity, piety, and hospitality. Zakhara's society is made up mainly of humans , but demihumans such as elves and dwarves are present in the setting also, as well as humanoids such as orcs , goblinoids , and ogres. Unlike most settings, there is practically no racial disharmony in Zakhara: humans, elves, and orcs alike share the same culture, lifestyle, and social status, and races traditionally considered evil savages, such as goblins , are instead valued members of society. The nomadic Al-Badia are predominantly human, whereas the Al-Hadhar possess greater diversity. The nomads and city-dwellers, humans and non-humans alike, are all united as a single culture under a single religion a polytheistic pastiche of Islam and as subjects of the Grand Caliph ; the entire continent is effectively a single empire, although different regions, city-states, and tribes have unique local cultures. Not all inhabitants of Zakhara belong to the shared culture, however; there are many tribes of pagan human barbarians who reject the Law of the Loregiver and the worship of the Pantheon, and certain monstrous races—including the yuan-ti , the vile yak-men or yikaria, as they call themselves , and most giants —dwell apart in their own societies.

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The first Al-Qadim product, Arabian Adventures , was released in The specific details of the setting are dealt with in later publications. The Al-Qadim setting was designed to be limited in scope, and was conceived as a two-year project. Due to its popularity, it was extended by an extra year. Shannon Appelcline commented on Al-Qadim's release as "an Arabic setting that ended up placed in the southern Forgotten Realms.

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