This is an Al-Qadim campaign set in the city of Huzuz, the Gem of Zakhara. The world is Al-Toril (not Samru!); the map being used is that of the Call of Cthulhu Dreamlands. Suggested readings include any Arabian Nights story or spin-off - to get the spirit of the campaign - and H. P. Lovecraft's Dreamlands stories, especially the novelette, "The Dream Quest of Unknown Kadath" - to gain a familiarity with the world's non-Zakharan geography. Books open to players to read are the Land of Fate's Adventurer's Guide to Zakhara and the City of Delight's Gem of Zakhara. Sha'ir player characters should read the Sha'ir's Handbook and parts of Secrets of the Lamp.
This game will used a modified version of Skills & Powers and Combat & Tactics (see section on classes).
Regardless of the class or race you choose, your character is a jannissary, one of the elite slaves of the venerated Grand Caliph Khalil al-Assad al-Zahir of Huzuz, Jannissaries are comprised of the sons and daughters of the Unenlightened who were bought from slave traders or parents, taken as tribute or in battle, or recruited from parents who sought great things for their children. Jannissaries wear their rank as a badge of honor; to be a slave of the caliph is a privilege and an opportunity. Many free-born Zakharans, in theory debarred from the status of jannissary, bribe or cajole their way into the caliph's household, where by accepting the status of slave they become members of al-Zahir, accepting the duties of caste: absolute loyalty and obedience. Jannissaries are adopted into the Tribe of al-Zahir, the ruling family of Zakhara. In return the caliph provides a career, a status and a salary for life.
Brought into the jannissaries as a child no older than six, you were made a page and assigned to the offices of the royal household. Your education was overseen by eunuchs and as the skills granted you by Fate became apparent, you were apprenticed to appropriate masters. You have been raised to be loyal to the palace and the grand caliph, to walk the path of the Enlightened, and to represent both your fellow jannissaries and the caliph with honor. The other player characters in this campaign were raised with you, and you have known them since you were a child. You are a member of the Dauntless, led by Najib al-Dhi'b, answering to Preani Qin and the caliph. The Dauntless are one of 9 jannissary societies in Huzuz; the others are the Dutiful, the Faithful, the Studious, the Valiant, the Wanderers, the Vigilant, the Diligent, and the Honored.
As a slave, you have two stations; a peer station and a slave station. Your peer station is rolled as shown on Table 1, p. 22 of the Arabian Adventures sourcebook. That station indicates how you are respected among your peers, other jannissaries. Your slave station is that of your master's, the Grand Caliph: 1d6+14. That station indicates how you are respected by others who know you as a jannissary. Both stations will be modified by your behavior, expenditures, and so forth. In general, a person's station can be detected by any onlooker - it is a gestalt of your clothing, bearing, speech, actions, and reputation.
Because you are a jannissary, the prefix "Abd al-Jasir" is a proud addition to your name, meaning "slave of the Dauntless." Fighter classes are expected to wear the mamluk tattoos; other classes within the Dauntless may or may not adopt the tattoos, as preferred (some classes would find their utility to the caliph as spies hindered by such obvious markings).
Players should not write up extensive backgrounds for their characters - simply take some time to discuss your character concept with me as you develop the character. Detail any particular events (successes, failures, competitions) or NPCs (mentors, lovers, enemies, rivals) you would like to see incorporated into your history. I will provide a common background for you and the other characters that describes your training among the jannissaries and some significant events in your life, based on our conversation.
You have 75 points to split among the 6 main statistics. Assign the points and then split each statistic as described in Skills & Powers.
Alignment is more important in this campaign than in most others, for as a Zakharan you are proud of your code of ethics, which include maintaining and respecting honor, family, hospitality, purity, and piety. A dishonorable person will be put to death by family, friends or the law. Genies respect the honorable and bedevil the dishonorable. As a jannissary, your actions not only represent your own honor, but that of the grand caliph, as well.
Players should be lawful or neutral good, lawful neutral with strict ethics, or neutral with strict ethics. No evil character will be permitted.
Zakharans are guided by the Law of the Loregiver (see your handouts). These laws are simple and straightforward, and interpreted by the qadi in cities, or by the sheikh or vizier among the nomads.
Various races mix freely in Zakhara, without any sense of territorial boundaries or racial hatreds. Most intelligent races are brought together by the Law of the Loregiver and the shared language of Midani. Humans are by far the most populous, especially among jannissaries, although other races include elves (but not drow), half-elves, dwarves, gnomes, halflings, and goblins (there are other, more unusual races in Zakhara, but they aren't very populous in the city). There are no level or class restrictions by race, although one class - the hakima - is restricted by gender. Only the evil yak-men are shunned and feared by all.
All players are advised to read the Al-Qadim: Arabian Adventures sourcebook, and - if considering a mage - The Complete Sha'ir's Handbook. Each of the "kits" below has special abilities and limitations peculiar to each (though no racial limitations apply). Only the kits described below are available to players.
Characters will be generated according to standard 2nd-Edition rules, using the classes described in the Arabian Adventures books. All statistics should be split as in the S&P book. No character points will be used to "construct" a class. However, character points will be used to buy nonweapon proficiencies and weapon proficiencies (which are flexible, as in the S&P/C&T rules). Recommended proficiencies can be bought at 1 character point off. All characters will start with 10 character points. To that, they can add any bonus points from a high Knowledge statistic (but these can only be spent for NWPs that use an intelligence statistic, as per "Bonus Proficiencies" on p. 88 of S&P). Next, characters can use their class' points for nonweapon proficiencies, which will advance according to the S&P rules but can be modified up from the base score by high ability scores or extra character points during the character generation phase. Finally, characters can use their class' points for weapon proficiencies (remember, only warrior kits can use Knowledge points on weapon proficiencies). Character points will be awarded each level, as usual.
Corsair, a seafaring warrior. Although you serve the caliph on land most often, you are comfortable on the Cerenarian and Southern Seas and always volunteer for seafaring adventures. You know a great deal about the rogue corsairs who make a living by piracy, and are sworn to keep the caliph's waters and ships safe. Unfortunately, you're often mistaken for those pirates ... unless you decide to wear the jannissary tattoos.
Desert rider, well-trained, mounted fighters at home in the saddle. You were fostered out mentor who was a desert rider trusted by the grand caliph, and trained in their ways in the Stony or the Liranian Desert. Although your service as a jannissary often keeps you in the city, where you are less efficient, you are always eager to volunteer for a desert-going adventure. You are more familiar with the ways of the Al-Badia, the nomads, than most other characters.
Faris, a holy warrior devoted to a cause and drawing power from the faith of the people. You serve your caliph and your faith equally, and were trained in the temple of your faith. Many, but not all, faris are paladins.
Mamluk, the "typical" jannissary, a professional warrior in the caliph's military. Mamluks make up the bulk of jannissary forces, acting as soldiers and bodyguards. Mamluks are required to wear the jannissary tattoos, but this makes them more recognizable, and thus more respected, within the city than other, non-tattooed jannissaries.
Sorcerer, a mage who has studied one or two special provinces (Sand, Sea, Fire, Wind, Mirage). Some specialize completely in their two provinces, while others prefer to remain more flexible. Sorcerers are the most common wizards in Zakhara, and most jannissary mages are sorcerers. See the DM for a spell list.
Sha'ir, a mage who speaks with genies and uses genie spirits called gen to find and bring them back their spells. Sha'ir are powerful, dangerous mages, but their strength depends upon their ability to befriend or enslave genies, and a sha'ir who makes a mistake may be destroyed completely. A sha'ir jannissary is expected to work always for the grand caliph - who is, fortunately, a friend of the genies.
Astrologer, a mage who studies the constellations and can "hang" a spell upon a pattern of stars, able to trigger that spell whenever the constellation can be seen. Astrologers work slowly and rely heavily upon their maps and equipment. Astrologer jannissaries prefer to stay in the palace, but are obliged to go wherever they are ordered.
Digitalogist, a mage who excels in mathematical formulae and has parsed spells down to complex systems of numerology. Digitalogists work and cast slowly, but can cast spells at higher levels than they would normally be allowed.
Mystic of Nog, a mage who has trained under the nearly forgotten sect to learn to channel spell energy into the flesh, either casting spells or augmenting their physical abilities. Such mages are rare, but appreciated by the mamluk jannissaries as almost their equals in combat.
Barber, a specialist often found in the bazaars who can cut hair, groom, and act as a doctor and surgeon. Barbers are cunning, streetwise, glib and witty, and have some thieving skills as well as the bardic ability to recognize rare items of legend. Barber jannissaries are often sent out to gather information for the grand caliph in the bazaars.
Beggar-thief, a beggar who survives on the kindness of others and personal cunning and quickness. Beggar-thief jannissaries are often sent out to gather information for the grand caliph in the lower parts of town, and rarely reveal their true nature as a jannissary.
Merchant-rogue, a friendly, profit-oriented merchant who isn't above making a little extra profit from those deemed able to afford it. Merchant-rogue jannissaries are often used to surreptitiously gather information or supplies, or provide "covers" for the grand caliph and his jannissaries.
Rawun, a tale-spinner, lore-keeper and entertainer. Rawun jannissaries are excellent spies, capable of obtaining access to many places and people a soldier cannot. Their ability to invoke or lift the evil eye is also quite useful to jannissaries, whose Fates are seldom as simple as the common man's.
The following deities are worshipped in Zakhara by the Enlightened: Hajama the Courageous; Hakiyah of the Sea Breezes (also, Hakiyah the Honest); Haku the Master of the Desert Wind (also, Free Haku); Jisan of the Floods (also, Jisan the Bountiful); Kor the Venerable (also, Old Kor); Najm the Adventurous; Selan the Beautiful Moon (also, Selan the Gracious, Selan of the Garden); and Zann the Learned (also, Zann the Marvelous). Also, Jauhar the Gemmed (also, Jauhar the Gem Studded), who is only considered a Great God by members of the Pantheist League. Hajama, Jauhar, Kor, Najm, and Selan are considered "the Pantheon" and priests of the Pantheon only recognize these deities as the "true" Great Gods. Members of the Pantheist League do not tolerate the worship of other deities. See the Adventurer's Guide to Zakhara, Chapter 5, for a full description of these deities.
Pragmatist, a cleric of the common folk who often travels far in order to preach tolerance and understanding. Pragmatists are liberal and fairly common, and most often found among jannissaries.
Ethoist, a cleric who intends to serve in a temple, mosque, or monastery but is currently traveling through the world to learn and to carry the word to others. Ethoist jannissaries are often caught between the demands of their temple and of the grand caliph - in general, the grand caliph wins, but this still makes life uncomfortable for the hapless cleric caught in the power struggle.
Hakima, a wise woman who is well-versed in hearthlore and folklore, more inclined to subtlety than to open aggression. Hakimas are valued among the jannissaries for the ability to detect truth, and can rely upon their fellow jannissaries for protection in times of trouble. Their "community" is the jannissary clan. Hakimas should replace the "Weather" sphere with the "Thought" sphere.
Kahin, a cleric who believes all things contain spirits, and seeks to preserve the balance of the world by preaching moderation and love of the land. Kahin jannissaries do what they can to keep their companions from unbalancing the lands they travel through, and can wield considerable power in cities by calling to the grand caliph's attention any merchants or others who are threatening the land with their actions.
All of the "usual" proficiencies are available except survival in unusual climes, such as arctic lands. New proficiencies that you should be aware of - even if they sound familiar, they are often more powerful than the "usual" version of the proficiency - include the following: Awareness; Begging; Bureaucracy; Debate; Display Weapon Prowess; Genie Lore; Grooming; Haggling; Metalworking; Riding, Horse; Riding, Camel; and (from the Sha'ir's Handbook) Clockwork Creation; Numeracy; Numerology; Sorcerous Dueling; Tattooing; and Undead Knowledge. Since Al-Qadim is high fantasy, you may want to consider excelling in a few NWPs rather than being average in many. Character traits and disadvantages can be taken according to my usual rules (see me if you don't have my modified list). No character can buy off the pummeling proficiency, since basic fighting skills were part of all jannissaries' training.
Armor is extremely unusual in Zakhara, since dehydration is a real problem. No fighter should buy armor heavier than studded leather or ring mail (AC 7), unless willing to suffer penalties (see Arabian Adventures, p. 79). See Chapter 6 for the types of armor, shields and weapons available in Zakhara - these are the only kinds for which proficiencies can be purchased! Scimitars are the most common swords, jambiya the most common knives. Unarmed combat skills are somewhat more common in Zakhara than in other lands, especially among those of lower station.
All equipment should be bought from the Arabian Adventures list, Chapter 6.
Al-Qadim differs in many ways from other AD&D campaigns. There is concern with station, there are new classes with new abilities, and there are other changes, as well. Prideful or wrongful speech or deeds may result in the character suffering the effects of the evil eye - rawuns may actually invoke or lift the evil eye. All characters may opt to "call upon Fate" for aid during an adventure. Calling upon fate is a prayer to Fate for help in an impossible situation. Fate favors those who do not call upon her often, and who are young and inexperienced. She also tends to favor clerics. (See Arabian Adventures, pp. 82-84 for details).
Al-Qadim is a high fantasy campaign; the characters have seen genies of various sorts around town, and the winged cats and elemental vermin of the city's alleys and docks. Tales are told of the wondrous lands beyond the desert, of cities built of precious stones and of lands that will drive anyone who sets foot upon them insane. Magic and miracles aren't quite commonplace, but there's always somebody whose friend's uncle saw something just a few years ago....





