AL QADIM ARABIAN ADVENTURES PDF

Arabian Adventures offers over 40 pages of player character kits , including the sha'ir , barber-thieves, beggar-thieves, and other rogues, as well as other characteristically Arabian roles such as merchants, moralistic priests, hakimas wise women , mystics, mamluks, corsairs, and elemental wizards. Each kit includes benefits, hindrances, and discussion of the kit's societal role in the desert of Zakhara , the Land of Fate. No, they don't. European translators introduced both Ali Baba and Aladdin as spurious additions to the Nights, back in the s.

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Magic carpets, ghoulish vixens, genies rising from the sand in a whirlwind of smoke and fire - such wonders, spun into tales by fabled Scheherasade, enchanted a king for a thousand and one nights.

The Al-Qadim campaign will enchant role-players for a thousand and one more You are about to discover an exotic realm inspired by the tales of Sinbad, Ali Baba, and other classics from the Arabian Nights.

The first in a series of products, this volume features everything DM's and players need to launch the Al-Qadim campaign. It was released in April Al-Qadim was the fourth; it was a new Arabian Nights -influenced setting created in late and early by designer Jeff Grubb and editor Andria Hayday. Al-Qadim somewhat naturally was a rival of Dark Sun , another desert-focused setting. However, where Dark Sun was being played up as the replacement for Forgotten Realms , Grubb and Hayday instead played down Al-Qadim , saying that it was just a "cultural book".

Grubb would later say that this was to the line's benefit, because they "were able to hide [the setting's] potential from the suits". About the Cover. The first cover for Al-Qadim showed a woman opening a bottle and releasing a genie. It was deemed too cheesecake and instead appeared in the Women of Fantasy Calendar ? The final cover for Al-Qadim , with the horse, was a replacement — and ironically what the designers had originally wanted!

About the Name. At the time, product names at TSR were tricky because Marketing wanted self-explanatory names while Legal wanted unique, trademarkable names. Al-Qadim is set on the continent of Zakhara, which was meant to reflect the word "sahara". Introducing the Al-Qadim Line. Though demi-humans were allowed, humans were dominant. Religion also took on a different tone, with priests worshiping entire pantheon, and the concept of Fate underlying the setting.

Al-Qadim was also a very carefully organized line. Grubb and Hayday specifically designed it as a limited-edition line, meant to run just two or three years. As it happened, the line ran two years, got extended for a third, and then management asked for a fourth year schedule, but canceled it before it came to fruition as part of some widespread line cancellations around Expanding Oriental Adventures.

In fact, it was explicitly designed as a follow-up and companion piece to Oriental Adventures. That fact is obvious in the "Arabian Adventures" subtitle of the book as well its contents. Much like Oriental Adventures , Al-Qadim includes character classes, skills, equipment, and special rules appropriate for the setting. The "classes" are particularly interesting: Al-Qadim stayed with the 2e trend of using "kits" but made them requirements, effectively turning them into subclasses.

Some of those kits were also very expansive — especially the sha'ir wizards kit, which got a whole chapter devoted to their genie-related magic abilities. The setting material in Al-Qadim , written by Andria Hayday, was originally planned to go at the end of the book, exactly like in Oriental Adventures , but it was so good that it got pushed up to the start instead.

Graphic Design Tropes. Al-Qadim was one of TSR's two earliest settings that placed a heavy emphasis on graphic design — the other being rival Dark Sun.

Al-Qadim included beautiful endpapers, gold-foil borders printed with a fifth ink , and full-color plates. Graphic Designer Stephanie Tabat was instrumental in much of this work. In addition, the entire Al-Qadim line used the same artist for its black-and-white interior artwork: Karl Waller. Mapping Tropes. Much like the western Forgotten Realms, Al-Qadim was designed with a huge mega-map that could be broken up into individual maps for boxed adventures.

Several parts of the map were published, but the entire mega-map was never revealed. Expanding the Realms. As such, it was another huge expansion for the Forgotten Realms. Al-Qadim was actuallynotthe first Arabic-like setting in the Realms. Ed Greenwood had originally placed such lands at the edges of his world, and then when the world got bigger, he added more Arabic lands, so there were a lot of them — most notably Anauroch and Calimshan.

Grubb came up with a great reason for the scattered Arabic peoples, saying that Fate had banished them to the edges of the world because they couldn't get along. In fact, when Calimshan was revisited in Empires of the Shining Sea , it became less Arabic and more influenced by the Ottoman Empire — apparently because the Realms had one too many Arabic-influenced setting by that point.

About the Creators. It takes a village to create a new setting. As noted, Andria Hayday oversaw the line and also wrote the setting chapter, while Jeff Grubb wrote the main text of Al-Qadim , Jeff Easley painted two covers, Karl Waller drew the internal black-and-white illustrations, and Stephanie Talbot did the graphic design of the project. Jon Pickens is the uncredited hero who provided Grubb with three boxes full of reference and research material for the project — which is the sort of thing that Pickens did frequently at TSR.

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Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Al-Qadim: Arabian Adventures 2e. Average Rating 20 ratings. Customers Who Bought this Title also Purchased. Reviews 5. Please log in to add or reply to comments.

Luca R. Too poor about politic, religion and society. In the end the part reusable for 3. Jeb B. An excellent tome, with all the material and rules you need to run an Al-Qadim campaign or any other Arabian Nights-themed campaign. Great at getting the cultural details across, too. Simon B. Basically an introduction to the Al-Qadim setting. Contains a lot of essential information, but the Land of Fate set and the Al-Qadim Monstrous Compendium are required in addition to this book to start campaigning in this setting.

Christopher C. When the urge to delve into the paradigm of genies, whirling dervishes and exotic sights, Arabian Adventures hit the spot. Patricia V. I am using these books for my 3. I love this book because I like the Arabian style setting. I would recommend any of the Al-Qadim books even if you are playing 3. See All Ratings and Reviews. Browse Categories. Rule System. Apocalypse World Engine. BRP Basic Roleplaying.

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AD&D 2nd Edition ~ AL-QADIM ARABIAN ADVENTURES ~ TSR 2126

Magic carpets, ghoulish vixens, genies rising from the sand in a whirlwind of smoke and fire - such wonders, spun into tales by fabled Scheherasade, enchanted a king for a thousand and one nights. The Al-Qadim campaign will enchant role-players for a thousand and one more You are about to discover an exotic realm inspired by the tales of Sinbad, Ali Baba, and other classics from the Arabian Nights. The first in a series of products, this volume features everything DM's and players need to launch the Al-Qadim campaign. It was released in April

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Al-Qadim: Arabian Adventures

It is part of the Al-Qadim campaign setting and set in Zakhara. You are about to discover an exotic realm inspired by the tales of Sinbad, Ali Baba, and other classics from the Arabian Nights. New rules for adventure, including desert survival, turning the hand of Fate , and averting the mysterious power of the evil eye. New roles to play: bold desert raiders , swashbuckling corsairs , clandestine slayers , mystic clerics , wizards of fire , sorcerers who command the genies, and more - over 20 roles in all! New proficiencies, from camel -riding to haggling at the bazaar. New spells and a unique realm of magic, featuring the provinces of flame , wind , sea , and sand. Your flying carpet awaits:.

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Arabian Adventures

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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. Culture in Zakhara is monolithic, and quite obviously based on Medieval Arabia mixed with what can only be called "liberal Islam" so law is secular, polytheism instead of monotheism, women need not dress quite as modestly As in not black-coat hangers.

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