Al-Qadim
Al-Qadim is a campaign setting for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, inspired by classic Arabian Nights tales such as those of Sinbad and Ali Baba, and officially integrated into the Forgotten Realms world as the continent of Zakhara, known as the Land of Fate.[1] Developed by Jeff Grubb with Andria Hayday and published by TSR, Inc. in 1992, it introduces an exotic realm where magic is commonplace, featuring elements like genies, flying carpets, and vast deserts ruled by sultans and caliphs under the enlightened faith of the Loregiver.[1][2] The core sourcebook, Al-Qadim: Arabian Adventures, provides 158 pages of rules and lore tailored for Arabian-themed campaigns, including kit-based character creation options such as the barber, holy slayer, mamluk, and merchant, alongside new spells, monsters, and a faith-based magic system that emphasizes devotion to the gods.[1][2] This setting expands the game's scope beyond traditional European fantasy, offering adventures centered on intrigue, honor, and supernatural wonders in a culturally distinct environment of bustling cities, perilous seas, and enchanted sands.[1] Subsequent releases, including the 1992 boxed set Al-Qadim: Land of Fate[3], further detail Zakhara's geography, societies, and plot hooks, enabling players to explore themes of fate, destiny, and moral complexity through encounters with efreeti, ghouls, and divine enforcers. The setting's innovative mechanics and evocative atmosphere have influenced later adaptations and fan recreations, maintaining its status as a notable expansion in Dungeons & Dragons history.Overview and Development
Creation and Influences
Al-Qadim was developed by Jeff Grubb, with contributions from Andria Hayday, as a campaign setting for Advanced Dungeons & Dragons 2nd edition, published by TSR, Inc. in 1992.[3] The project originated as an expansion of fantasy themes inspired by Middle Eastern folklore, aiming to integrate Arabian Nights-style adventures into the Dungeons & Dragons framework.[1] The initial release, Al-Qadim: Arabian Adventures in April 1992, provided rules adaptations and introduced the land of Zakhara as the core setting, blending high fantasy elements with motifs from classic tales such as those in One Thousand and One Nights.[1][4] Influences drew heavily from swashbuckling stories like Sinbad the Sailor and broader Islamic Golden Age folklore, prioritizing wondrous, moral-driven narratives and exotic locales rather than precise historical recreation.[1] Grubb, a veteran TSR designer known for prior works like the Forgotten Realms Campaign Set, led the design to create a distinct cultural flavor within the AD&D system.[5] Andria Hayday served as project editor and co-developer, ensuring cohesive integration of the setting's lore and mechanics, while the TSR art team, including illustrators like Karl Waller, contributed to the visual evocation of its Arabian-inspired aesthetic.[1] This collaborative effort at TSR positioned Al-Qadim as a supplement to existing campaigns, such as the Forgotten Realms, to offer players diverse storytelling opportunities rooted in legendary tales. The Land of Fate boxed set followed in August 1992, further detailing Zakhara's geography and societies.[6][3]Publication History
The Al-Qadim campaign setting debuted in 1992 with the release of Al-Qadim: Arabian Adventures by TSR, Inc., a 160-page rules supplement adapting AD&D mechanics to Zakharan themes like honor, fate, and elemental magic, priced at $18 US.[1] This was followed by the Land of Fate boxed set later that year, which served as the foundational product for the Arabian-inspired world of Zakhara in Advanced Dungeons & Dragons 2nd edition.[3] This set included the 128-page Adventurer's Guide to Zakhara for players and Dungeon Masters, providing an overview of the setting's culture, geography, and character creation; the 96-page Book of the Land, detailing history, societies, and intrigue for the DM; the 96-page Book of the Genies, exploring genie lore and related magic; and the 32-page Book of the Priests, covering religious systems and priestly roles.[7] Accessories comprised three poster maps (of Zakhara, Hiyal, and Qudra), 12 double-sided NPC cards, 8 double-sided player aid sheets, and 8 Monstrous Compendium pages for new creatures.[3] Following the initial launch, TSR expanded the line rapidly from 1992 to 1994, releasing over a dozen products, including additional sourcebooks, boxed sets, and adventure modules, to build out the setting's lore and adventures.[8] These products totaled approximately 15 core TSR releases during the primary run, emphasizing boxed sets with books, maps, and cards to immerse players in the setting's exotic atmosphere.[9] By 1994, the publication focus shifted toward adventure modules amid TSR's mounting financial difficulties, including overexpansion, poor inventory management, and declining sales across lines, which strained the company's operations.[10] TSR's insolvency culminated in its acquisition by Wizards of the Coast in 1997 for $25 million, after which Al-Qadim support waned, with only a single late release, the adventure Reunion (1998), appearing under the new ownership.[11] Al-Qadim products were produced in standard print runs without notable limited editions, though some saw minor reprints to meet demand; cumulative sales for the setting reached 73,437 units through 1999, reflecting solid but niche appeal within the broader AD&D ecosystem, outselling contemporaries like Birthright (44,727 units) but trailing major lines such as Forgotten Realms.[12] Digital reprints of core titles, including Land of Fate and Arabian Adventures, became available via Wizards of the Coast's platforms starting in 2014, extending accessibility without new physical editions.[3]Setting and World
Geography and Lore
Zakhara, known as the Land of Fate, serves as the central continent in the Al-Qadim setting, a vast peninsula extending south of Faerûn on the planet Toril, characterized by expansive deserts, coastal regions, and rugged interiors that shape its nomadic and urban lifestyles. The land is broadly divided into three primary regions: the Pantheon along the eastern shores of the Golden Gulf, featuring conservative city-states such as Fahhas, Hilm, Hudid, I’tiraf, Mahabba, and Talab; the Crowded Sea to the south, encompassing a network of islands and coastal areas with humid jungles, marble cities, and perilous waters influenced by savage deities; and the Interior, dominated by the arid High Desert and the desolate Haunted Lands, where ancient warring kingdoms have left behind ruined oases and elevated terrains now traversed by vital trade routes. Environmental features like the Genie's Anvil mountain range in the High Desert provide inhospitable refuges for janni tribes such as the House of Sihr, while oases like the Jamal Oasis sustain nomadic bedouin tribes known as the al-Badia, who rely on livestock, raids, and desert trade amid a ecology of shifting sands, sparse vegetation, and occasional sea voyages across the Crowded Sea. Prominent cities anchor Zakhara's geography, with Huzuz, the Golden City and capital of the Grand Caliphate, situated on Suq Bay and boasting a population of approximately 800,000, including the iconic Golden Mosque that houses sacred copies of the Law.[13] To the north, Qudra stands as the City of Power, a militarized stronghold ruled by mamluk warriors and known for its espionage networks and naval forces, drawing influences from planar brass cities through its efreeti-tied Brotherhood of True Flame. These urban centers contrast with the wilder Haunted Lands, a cursed desert born from a sultan's vengeful magic that transformed fertile realms into barren wastes, now haunted by remnants of lost civilizations and serving as a hub for dungeon-delving adventurers. The mythical lore of Zakhara intertwines with its physical world through the figure of the Loregiver, a mortal woman revered as the Lorekeeper of the Gods, who, guided by visions, penned the sacred scrolls of the Law to interpret the cosmic threads of Fate and bind gods and genies to mortal affairs. The Grand Caliph, descended from the first caliph who united the land, rules from Huzuz with armies bolstered by genies and enforces this enlightened order across the continent.[13] Supernatural elements prominently feature the noble genies—dao of the Elemental Plane of Earth, who reshape terrain with their earth-binding powers; efreeti from the Plane of Fire, militaristic and wish-granting with restrictions; marid of the Plane of Water, egotistical lords dwelling in pearl citadels; and djinn of the Plane of Air, benevolent wanderers on floating islands—who frequently intervene in Zakhara's affairs, their planes accessible via magical portals and tied to the setting's elemental magic. Zakhara's cosmology emphasizes the role of Fate as an all-encompassing force, personified as a wise woman who weaves destinies and influenced the Loregiver's revelations, ensuring that every life follows a predestined path amid the gods' watchful eyes. Central to this are the five gods of the Pantheon out of the eight major Enlightened gods, including Najm the Lion, deity of adventure, curiosity, and daring, who embodies heroic quests across the deserts and seas, promoting a faith where divine archetypes guide moral conduct without strict alignments.[14] This framework integrates the physical harshness of Zakhara's landscapes with a supernatural tapestry, where elemental genies and fateful lore underscore the interplay between mortal endeavors and otherworldly influences.Society and Culture
Zakhara's society is characterized by a rigid hierarchical structure modeled after historical caliphates, with the Grand Caliph serving as the supreme spiritual and temporal ruler of the entire Land of Fate.[15] Based in Huzuz, the City of Delights, the Grand Caliph commands the loyalty of sultans and emirs across Zakhara, residing in the grandest palace in the realm.[15] Viziers act as essential high-ranking advisors to the Grand Caliph, sultans, or emirs, overseeing administrative duties and policy with stations determined by their ruler's rank minus 1d3 levels.[15] Mamluks form a privileged caste of slave-soldiers and officials, technically owned by the Caliph and employed by the state; they bear tattoos denoting rank, can demand obedience from lower ranks, and often rise to command positions, though their children are born free.[15] Merchant guilds, led by influential merchant-rogues with stations typically of 3d4 or higher, organize as powerful trading companies that dominate commerce in urban centers like Huzuz.[15][16] Cultural practices in Zakhara revolve around a strong emphasis on honor, encapsulated in the Code of Behavior, which prescribes norms of hospitality, respect for family and social standing, and personal purity, with severe penalties like execution for violations such as murder or impropriety.[15] Storytelling traditions are central to preserving lore and identity, with rawuns—desert bards—reciting epic poems and tribal histories drawn from sources like the Loregiver's scrolls and legends of holy warriors' redemption.[15] Festivals, including the High Holy Days, underscore the society's fascination with genies, featuring magical events, social gatherings, and displays that blend mysticism with communal celebration.[15] Women hold influential positions within Zakharan society, particularly in advisory and mystical roles that defy strict gender segregation in some aspects of daily life. Hakima, exclusively female wise women requiring high Wisdom and Constitution, function as clerics, healers, and seers capable of discerning truth, often advising nomadic tribes and serving as key religious figures.[15] Sha'ir, or poet-wizards who summon and command genies, include both genders, with female sha'ira enjoying equal access to this powerful, enigmatic magic tied to genie lore.[15] The economy of Zakhara centers on vibrant trade routes linking cities such as Huzuz and Qudra to ports on the Crowded Sea, where spices serve as a cornerstone commodity fueling wealth and merchant activities.[15] Slavery supports this system, with mamluks representing the most esteemed form—elite warriors who may purchase freedom or advance socially—while general slaves are valued at 15-400 gold pieces and used for labor like carrying litters, though mamluks often disapprove of non-military enslavement.[15][17] Jhareebi, or barbarian outsiders including foreigners and nomads known as Al-Badia, integrate into the settled Al-Hadhar population through trade and service, fostering a diverse society despite underlying distrust of outlanders.[15]Core Gameplay Elements
Magic and Religion
In Al-Qadim, magic is deeply intertwined with the summoning and binding of genies, particularly through the practice of sha'irin, where wizards forgo traditional spell memorization in favor of poetic invocations and pacts with genie familiars known as gens. These sha'irs request spells from a shared "spell pool" via their gen, an elemental familiar of air, earth, fire, or water, with the summoning process typically taking 1d4 turns and carrying a base 20% chance of failure due to factors like distance, planar interference, or the genie's temperament.[18] Genie-binding mechanics emphasize mutual loyalty, as sha'irs form binding rituals with greater genies, compelling service in exchange for knowledge or favors, though mistreatment risks rebellion, where the genie may turn against its master after prolonged servitude or provocation. This system introduces inherent unpredictability, contrasting standard arcane casting by making magic a collaborative, risky negotiation with elemental beings rather than solitary preparation.[18] Religion in Zakhara revolves around the Pantheon of the Five Enlightened Gods—Hajama, Jauhar, Kor, Najm, and Selan—all aligned toward good and embodying virtues like honor, justice, and wisdom—whose holy laws form the enlightened faith that grants priests divine powers through personal insight and moral living, rather than rigid dogma or rituals. In opposition, the capricious gods of the Brotherhood of the True Flame, a society of neutral and evil-aligned fire elementalists, promote supremacy of flame magic and often pursue destructive rituals to harness forbidden elemental forces.[19][20] Elemental clerics serve the Cold Gods of the Elements—Akadi (air), Grumbar (earth), Istishia (water), and Kossuth (fire)—drawing powers tied to their respective domains, such as wind manipulation or seismic control, which reflect Zakhara's harsh desert environment and the balance of natural forces. Kahins, as idol-priests venerating nature's divinity through sacred sites and totems, function as oracles, interpreting prophecies via divinations like reading omens in the stars or sands to guide tribes on fate's twists.[20][21]Character Classes
In the Al-Qadim campaign setting for Advanced Dungeons & Dragons 2nd Edition, all player characters must select a kit that modifies their base class to align with the cultural and thematic elements of Zakhara, the Land of Fate, emphasizing roles such as loyalty, honor, and adaptation to desert or maritime life. These kits replace standard class options, with no native druids or illusionists permitted, and foreign characters limited to outland variants to reflect societal norms. Alignment restrictions generally favor lawful, neutral, or good dispositions to embody Zakhara's "enlightened" society, though certain kits like assassins allow neutral or evil alignments under strict codes.Warriors
Warrior kits in Al-Qadim adapt the fighter class to Zakhara's martial traditions, focusing on elite service, nomadic survival, and guardianship in harsh terrains.| Kit | Description and Role | Requirements | Key Benefits | Key Hindrances | Starting Equipment/Wealth |
|---|---|---|---|---|---|
| Mamluk | Elite slave-soldiers sworn to lifelong loyalty oaths, serving as bodyguards, soldiers, or administrators in a master's household; embody disciplined obedience and combat prowess. | Human, elf, or half-elf; any gender; proficient in khopesh sword. | +1 reaction adjustment with other mamluks; automatic obedience from lower-ranked mamluks; bonus proficiencies in reading/writing and bureaucracy. | Must obey all commands from higher-ranked mamluks without question; cannot own property or marry without permission. | Scale mail, khopesh sword; 5d4 × 10 gp. |
| Feylak | Highway guards or desert patrol warriors, protecting trade routes and travelers from bandits; skilled in mounted combat and rapid response. | Any race or gender; riding (land-based) proficiency recommended. | Bonus to survival checks in deserts; enhanced reaction with local authorities (+2 if aligned with a faith); access to military mounts. | Bound to patrol duties, limiting personal freedom; 20% income tithe to sponsoring authority. | Leather or scale armor, scimitar or lance; 5d4 × 10 gp. |
| Barbarian (Desert Nomad Variant) | Tribal fighters from remote badlands or oases, adapted as mercenaries or raiders emphasizing endurance and clan loyalty over formal training. | Any race or gender; chaotic alignment preferred; survival proficiency in homeland terrain. | +2 hit points at 1st level; +2 reaction bonus when intimidating foes; resistance to civilized temptations (save vs. spell for indulgences). | -2 reaction penalty in urban or courtly settings; must tithe spoils to tribe; limited starting wealth due to nomadic poverty. | Tribal weapons (spear, short sword); 4d4 × 10 gp (most spent on tribal obligations). |
Wizards
Wizard kits reflect Zakhara's ambivalence toward magic, favoring subtle, culturally integrated practices over arcane academies; traditional wizards are rare and distrusted, often seen as foreign meddlers.| Kit | Description and Role | Requirements | Key Benefits | Key Hindrances | Starting Equipment/Wealth |
|---|---|---|---|---|---|
| Sha'ir | Poet-wizards who summon genies as spell intermediaries, acting as lorekeepers or advisors; their magic draws from pacts with elemental beings rather than spellbooks. | Any race; Intelligence 15+; staff proficiency; genie lore bonus. | Summon familiar gen (e.g., djinnling for air spells); spells cast via genie relay (no book needed); 5% chance per level to recognize genie types; elemental travel at 15th level. | Cannot learn spells directly or create items; genies may demand favors or delay service; limited to 1d4 spells per level initially. | Robes, staff, poetic talisman; (1d4+1) × 10 gp. |
| Hakima | Female diviner-priests blending prophetic insight with minor wizardry, serving as seers, healers, or royal counselors in a priestly framework. | Female only; Wisdom 12+, Constitution 14+; divination proficiency. | Detect lies at 1st level (as detect evil); discern alignments at 3rd level; access to diviner spell list; enhanced intuition for lore ( +2 to knowledge checks). | Restricted to female roles in society; cannot use offensive combat magic; bound by oaths of truthfulness. | Veils, herbal pouches, divining tools; 3d6 × 10 gp. |
Rogues
Rogue kits prioritize intrigue, commerce, and seafaring exploits, with thieving guilds reimagined as honorable merchant networks or pirate brotherhoods bound by codes of conduct.| Kit | Description and Role | Requirements | Key Benefits | Key Hindrances | Starting Equipment/Wealth |
|---|---|---|---|---|---|
| Corsair | Sea raiders and privateers preying on merchant ships or defending coasts, embodying swashbuckling adventure and naval tactics. | Any rogue base; sailing proficiency; Dexterity 14+. | Two-weapon fighting without penalty; +10% experience for sea thefts; bonus to navigation and rope use. | -2 reaction in lawful ports; marked as outlaws by rivals; vulnerable on land (-1 to thieving skills inland). | Cutlass, dagger, leather armor; 4d4 × 10 gp. |
| Merchant (Trader Variant) | Guild-affiliated thieves specializing in smuggling, bargaining, and market manipulation, acting as economic spies or caravan leaders. | Any rogue base; haggling proficiency; Charisma 13+. | Bulk purchase discounts (25% off); establish business at 5,000 gp investment; +10% experience for profitable trades. | Cannot harm business partners; tithe 10% profits to guild; reduced stealth in markets (-10% pickpocketing). | Fine robes, ledgers, hidden pouches; 3d6 × 10 gp. |
| Assassin (Holy Slayer) | Honor-bound killers from religious orders, targeting heretics or tyrants with precise strikes, guided by moral or prophetic visions. | Thief or dual-class; weapon specialization (e.g., jambiya); neutral or evil alignment. | Poison use without risk; +15% to backstab damage; disguise proficiency bonus; 10% chance per level for divine "call" to a target. | Bound by order's code (no innocents); 10% risk of fatal mission orders; shunned outside faith circles. | Jambiya, poisons, dark cloak; 2d6 × 10 gp. |
Priests
Priest kits draw from Zakhara's pantheon of Enlightened Gods and local spirits, dividing into Ordered (structured faiths) and Free (shamanistic or ascetic) paths, with divine magic manifesting as communal blessings rather than personal power.| Kit | Description and Role | Requirements | Key Benefits | Key Hindrances | Starting Equipment/Wealth |
|---|---|---|---|---|---|
| Faqir | Holy warriors or wandering ascetics pursuing spiritual purity through hardship, combating evil as dervish-like fighters. | Any priest base; good alignment; endurance proficiency. | Resistance to pain ( +1 save vs. poison/disease); minor combat auras; access to warrior spheres at higher levels. | Vow of poverty (minimal possessions); must aid the needy without reward. | Simple robes, staff or scimitar; 1d4 × 10 gp. |
| Kahin | Oracle-priests communing with ancestral spirits or nature, serving as tribal advisors or battlefield seers. | Any race; Wisdom 13+; animal handling proficiency; Free priest path. | Divination spells from druid list (e.g., animal, elemental spheres); spirit communion for guidance (1/day). | Limited to minor access spheres; bound to tribal or local duties; cannot enter cities without invitation. | Totems, herbalism kit; 2d6 × 10 gp. |
| Imam | Temple leaders and moral guides enforcing doctrinal law, leading congregations in worship and justice. | Ordered priest path; Charisma 14+; literacy proficiency. | +2 reaction from followers; command over temple guards; major access to all, healing, protection spheres. | Tithe 20% income to temple; cannot defy church hierarchy; restricted from personal wealth accumulation. | Ceremonial robes, holy symbol; 3d4 × 10 gp. |