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- Al-Qadim: Land of Fate (5e conversion) - EN World
- D&D General - Al-Qadim, Campaign Guide: Zakhara, and Cultural ...
- Al-Qadim Collector's Guide - EN World
- D&D 2E [Let's Read] Al-Qadim: Land of Fate Boxed Set - EN World
- Pocket reference: Creatures from the Al-Qadim setting
- D&D 3E/3.5 Al Qadim 3E - EN World
- D&D 5E Al-Qadim new source book on DMSGUILD. - EN World
- D&D 4E Forked Thread: Al-Qadim, Land of Fate 4e - EN World
- Al-Qadim: Land of Fate (5e conversion) | Page 5 - EN World
- Al-Qadim: Land of Fate (5e conversion) | Page 2 - EN World
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Al-Qadim is a campaign setting for the Dungeons & Dragons role-playing game which was developed by Jeff Grubb with Andria Hayday for TSR, Inc., and was first released in 1992. Al-Qadim uses One Thousand and One Nights as a theme and is set in the land of Zakhara, called the Land of Fate. Thematically, the land of Zakhara is a blend of the historical Muslim Caliphates, the stories of legend, and a wealth of Hollywood cinematic history. Zakhara is a peninsula on the continent of Faerûn in the world of Toril, the locale of the Forgotten Realms campaign setting, although Al-Qadim is designed to stand on its own or be added to any existing campaign setting. 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.
Publication
The first Al-Qadim product, Arabian Adventures, was released in 1992. Arabian Adventures presents only the basic rules for playing a D&D game set in a general Arabian setting, much like the Oriental Adventures book. The specific details of the setting are dealt with in later publications.
The Al-Qadim setting was designed with a limited scope, and was intended as a two-year project that was extended one more year beyond that because of its popularity.
Shannon Appelcline commented on Al-Qadim's 1992 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'".: 26
Important concepts
There are a number of important concepts to the Zakharan culture including honor, family, social station, purity, piety, and hospitality.
Zakharan society is broken into two main divisions:
Al-Badia: The nomadic desert people.
Al-Hadhar: The city people.
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, who 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, but all acknowledge her power. In Dungeons & Dragons game terms, Fate is not given statistics, spells, or priesthoods as are most deities. This pantheon includes Hajama, Hakiyah, Haku, Jauhar, Jisan, Kor, Najm, Selan, and Zann, as well as local deities and demigods such as Bala, Ragarra, and Vataqatal.
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. The vast majority of Al-Hadhar and most Al-Badia are Enlightened in the way of the Loregiver.
Characters
Player characters in the Al-Qadim setting can choose from any of a number of character types. Al-Qadim uses the concept of character kits, a more rigid layer atop the traditional Dungeons & Dragons character classes. These kits are generally available to all characters, with certain restrictions based on the race of the character.
All standard races are present, including humans, elves, dwarves, half-elves, gnomes, and halflings, although they do not suffer many of the racial prejudices traditional to most Dungeons & Dragons campaign settings. Non-human characters are rarer than they are in other traditional Dungeons & Dragons settings, including the rest of Toril. 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.
Kits described in the core campaign setting are as follows:
= Warriors
=Askar: citizen warriors
Corsair: swashbuckling seaborne warriors
Desert Rider: nomadic fighters who ride horses and camels across the desert
Faris: holy warriors fighting for their faith and their people
Mamluk: slave warriors noted for the special tattoos they wear
Mercenary Barbarian: warriors from abroad who come to fight for money, fame, or power
Outland Warrior: fighters truly foreign to the land of Zakhara
= Wizards
=Elemental Mage: masters of one of the four elements: sand (earth), sea (water), flame (fire), or wind (air)
Sha' ir: wizards whose magic centers on genies and is aided by their familiars, gens (minor genies)
Sorcerer: the most common wizards in Zakhara, who deal with two elemental forces
Ajami: outland wizards from beyond the Land of Fate
Additional wizard kits are presented in the Complete Sha'ir's handbook, which include the Astrologer, Clockwork Mage, Digitalogist, Ghul Lord, Jackal, Mageweaver, Mystic of Nog, and Spellslayer.
= Rogues
=Sa'luk: free men or women who follow their own path
Barber: experts in the ways of the bazaar and the city
Beggar-Thief: often overlooked, they can go places others would be noticed
Holy Slayer: assassins working for an assassin order
Matrud: tribal cast outs making their own way in the Land of Fate
Merchant-Rogue: masters of the mercantile arts who carry their trade from town to town
Rawun: the story-tellers and bards of Zakharan society
= Priests
=Pragmatist: the most liberal and common of all priests who try to adapt their faith to the everyday world
Ethoist: conservative priests who promote a particular path
Moralist: the most conservative and intolerant among the priests
Hakima: wise women who serve as valuable advisers to the outer tribes
Kahin: the idol-priests of Zakhara, often champions of nature
Mystic: eremitic priests who tend to visit populous centers to deliver prophetic pronouncements
Outland Priest: priests who follows a faith foreign to the Land of Fate
Additional kits are presented in the "Scimitars Against the Dark" article in Dragon #198. These include the Priest Defender (Priest) and Sungazer (Wizard). In addition, the Tomb Robber (Rogue) is adapted from the Burglar kit.
Expansion products
Al-Qadim had a number of support products released before the line came to an end. These include:
Accessories:
Al-Qadim: Arabian Adventures - TSR #2126 (1992)
Monstrous Compendium: Al-Qadim Appendix - TSR #2129 (1992)
The Complete Sha'ir's Handbook - TSR #2146 (1994)
Boxed sets:
Al-Qadim: Land of Fate - TSR #1077 (1992)
City of Delights - TSR #1091 (1993)
Adventure boxes:
ALQ1 Golden Voyages - TSR #9366 (1992)
ALQ2 Assassin Mountain - TSR #9431 (1993)
ALQ3 A Dozen and One Adventures - TSR #9432 (1993)
ALQ4 Secrets of the Lamp - TSR #9433 (1993)
Ruined Kingdoms - TSR #9440 (1994)
Cities of Bone - TSR #9467 (1994)
Corsairs of the Great Sea - TSR #9449 (1994)
Caravans - TSR #9459 (1994)
Adventure module:
Reunion - TSR #9584 (1998)
V3.5 edition material
Sha' ir core class (in Dragon 315)
Barber, Corsair, Holy Slayer, and Mamluk prestige classes (in Dragon 321)
See also
Al-Qadim: The Genie's Curse − a computer adaptation
Abeir-Toril − the fictional planet where the Al-Qadim, Forgotten Realms, and Oriental Adventures campaign settings take place
Arabian Nights (Magic: The Gathering)
References
External links
Al-Qadim art gallery
TSR Archive Al-Qadim product list
Forgotten Realms, an external wiki - the Al-Qadim campaign setting is covered there as a part of Toril
"Pen & Paper RPG database". Archived from the original on September 27, 2007. Retrieved August 26, 2006.
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AD&D 2nd Edition Al-Qadim Monstrous Compendium Appendix (1992)
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Al-Qadim: Land of Fate (5e conversion) - EN World
Sep 2, 2014 · The first, Al-Qadim Classes and Backgrounds by Brent "VAD" Rogers is a quick n' dirty guide with low reviews. Not much else to say. The second, Al-Qadim Archetypes - Scimitars Against the Dark by Jeremy Forbing does a great job of putting a darker Cthulu-esque spin on Arabian Adventures. You may recognize this title from the article "Scimitars ...
D&D General - Al-Qadim, Campaign Guide: Zakhara, and Cultural ...
Jun 8, 2022 · On another thread way back in late 2020, some members discussed Al-Qadim, and there Quickleaf mentioned the oft-expressed concerns about cultural insensitivity in elements of Al-Qadim. In that context he mentioned a YouTube channel of Asian gamers called, "The Asians Represent," where they have a podcast series called, "Critical Read."
Al-Qadim Collector's Guide - EN World
Dec 12, 2012 · Welcome to the Al-Qadim Collector's Guide! This is one of a series of Echohawk's D&D Collector's Guides, each of which aims to provide a comprehensive guide to D&D products published for a particular setting or era of the game. This particular guide focuses on the Al-Qadim campaign setting, which was supported (primarily) from 1992 to 1994.
D&D 2E [Let's Read] Al-Qadim: Land of Fate Boxed Set - EN World
Mar 16, 2020 · Al-Qadim never got updated for future editions, although there’s been fanmade conversions for 3rd Edition and one in the works for 5th Edition courtesy of the Dungeon Master’s Guild. For this review, we’re going to cover the Land of Fate boxed set, which was the supplement that propelled al-Qadim into a full-fledged world.
Pocket reference: Creatures from the Al-Qadim setting
May 25, 2008 · 2nd Edition: Monstrous Compendium Al-Qadim Appendix (MC13), 1993 Trading Card #59 3rd Edition: Inzeladun Third Edition, or New Arabian Adventure Ghost Mount, Lesser Type: Undead? 2nd Edition: Dungeon #51 3rd Edition: ---Ghul, Great Type: Undead 2nd Edition: Monstrous Compendium Al-Qadim Appendix (MC13), Caravans, Monstrous Compendium …
D&D 3E/3.5 Al Qadim 3E - EN World
Jan 10, 2003 · I've been running an "Al-Qadim"-based campaign under D&D 3.5 for 3-4 years now. The website for it is HERE, if anyone is interested. Remember, there are plenty of really good, albeit homebrew, AD&D -> D20 conversion documents for Al-Qadim on the Al-Qadim Character Conversion webpage.
D&D 5E Al-Qadim new source book on DMSGUILD. - EN World
Apr 22, 2021 · Campaign Guide: Zakhara - Adventures in the Land of Fate (Al-Qadim and Forgotten Realms Sourcebook) - "Don't miss the Campaign Guide to Zakhara! Bringing the setting to 5e and cleaning up many of the cultural issues!"
D&D 4E Forked Thread: Al-Qadim, Land of Fate 4e - EN World
Sep 6, 2008 · Forked from: Converting 4E to Al-Qadim Dear AL-QADIM fans, I am proposing a community project to update AL-QADIM to the 4th edition - this would include both rules & story writing & artwork. The end goal is a really beautiful and playtested pdf file which doesn't just replicate what came...
Al-Qadim: Land of Fate (5e conversion) | Page 5 - EN World
Jul 31, 2015 · Evil Eye & Imploring Fate - Al Qadim - more or less as written; Icons & Factions - from 13th Age & Princes of the Apocalypse - but modified for Al Qadim; 3. I'm missing some things in my Al Qadim library, so I had to makedo when it comes to geography - I did really want to emphasize the more military unique weapons from the Al Qadim handbook. 4.
Al-Qadim: Land of Fate (5e conversion) | Page 2 - EN World
Apr 22, 2015 · Each kit will likely only have between 3-4 different bond options per category (as the DMG recommends) and I'll likely adapt the list of options themselves to Al-Qadim, as my example above 3. What I'd like to do is adapt Princes of the Apocalypse, it seems like a great fit for the setting theme-wise and like a well put together adventure.