Al Qadim- Homebrewing an araq
Dec 17, 2023 5:01:48 GMT -8
Post by Igordragonian on Dec 17, 2023 5:01:48 GMT -8
(This copy pasted from the book)
Enlightened Elves
Also called Myri’Tel’Quessir, or fated elves, and the ‘Ubdi, or the everlasting elves in the Zakharan tongue, the enlightened elves are some of the oldest and most powerful members of society.
In the new, enlightened Zakhara, the elves have changed. Their lifespans have allowed them to turn their culture from a thing of fairy tale and myth into great houses and enterprises built on honor and faith. Many elves join the Panthiest League, where they become timeless defenders of scripture. Others flock to the Heartlands, where their reputations for being honored hosts, built over generations, has made them vital parts of the capital cities. And still more go to the Pearl Cities, gaining great riches overtime and joining the noble courts of the caliphs.
Enlightened elves are a hardy people who have not forgotten their ancestor’s slavery and their nomadic lives in the desert. While their Al-Badia cousins still think them weaker, those that live among civilization have long lives not only because of their fey blood, but because of the strength of their bodies. Assassination attempts are often ill-fated against the ‘Ubdi, and disasters, plagues, famines, and wars do nothing to effectively cull their numbers. It is often said that if elves were more like rabbits, they’d conquer the world in ten years’ time.
Though they hold few ruling positions in Zakhara, and racial divides are near non-existent, none can deny that even caliphs find themselves humbled in the presence of the ‘Ubdi. Their confidence, built by centuries of honorable practice, has given them incredible social sway. Even the Al-Badia members of this race, who roam the dunes and the forgotten places, are not often trifled with by others. To do so, many commoners whisper, is to affront Fate herself.
Fated Aasimar
The Laws of the Loregiver affected not only the people of Zakhara, but its gods and angels as well. When the celestials of the Land of Fate were enlightened, their servants, the aasimar, were created for different purposes. No longer were they just scourges against darkness or protectors of the light. Now, they were charged to ensure the fates of others.
Fated aasimar travel the lands of Zakhara to spread enlightenment. They are the instruments of Fate herself. Asuras, who imbue them with radiant energy that swings fate in the favor of the enlightened, guide them on their missions.
Though aasimar are rare, fated aasimar are by far the most common type in Al-Qadim. These heroes seek out others with great destinies to ensure that they are not hindered or stopped from achieving them. Many see them as spreaders of enlightenment, leading to their desired service as mamluks or noble warriors. On the flip side, many fated aasimar are targeted by holy slayers, who see them as meddlers in affairs greater than they can understand. Some even join these brotherhoods, seeking to destroy those of their kind that they believe have been led astray.
Asura often have a single sentence directive they give to their aasimar. Create one, or choose from/roll on the table below.
d8 Directive
1 Drive away the clouds.
2 Deliver blessings and rain to the thirsty.
3 Keep the living from death until it is their time.
4 Assist Fate by recording all good deeds and bad deeds.
5 Maintain that which is not maintained.
6 Draw enlightenment from the unenlightened’s empty well.
7 Climb mountains and bring others to the peak.
8 Sheathe not the sword of Fate
----
Also, as said before- racism isnt really a thing at Zakhara- so it stand to reason that diffrent races would mix.
In many settings hybrids born out of forbidden love or even without consent- but at Zakhara it is more likely that a marriage pact has been sealed according to all rules of Purity, Piety and family between tribes of diffrent races.
Often, they would be a symbol of peace, harmony and the ideals of the Loregiver.
Maybe even a source for envy.
But then again, they might still feel lonely- as they are diffrent, even if they are respected.
Many Zakharans would be intrested at the story of their parents, as an inspiration.
I dont think I could find every possible combination- but if a player would want a,I dont know- half elf, half goblin- we can try to work something out.
Here are few examples I took from Daos. (And has asked for premission) from here
amtar.proboards.com/thread/957/tod-character-creation?page=1&scrollTo=38326
Half Dwarf-
Half-Dwarf Racial Traits
Half-dwarves have the following racial features rather than those for dwarves found in the Player’s Handbook.
Ability Score Increase. You receive a +2 bonus to your Constitution score and a +1 bonus to two other ability scores of your choice.
Size. Half-dwarves are slightly shorter than most humans, but inherit the stockiness of their dwarven parent. Your size is medium.
Speed. Your base walking speed is 30 feet.Stability. You have advantage on any saving throws made to avoid being pushed back or knocked prone.
Dwarven Combat Training. You have proficiency with the battle-axe, hand-axe, throwing hammer, and warhammer.
Languages. You can speak, read, and write Common(Midani) and Dwarven.
Half Gnome
Half-Gnome Racial Traits
Half-gnomes have the following racial features rather than the gnome racial features found in the Player’s Handbook.
Ability Score Increase. Your intelligence bonus increases by 2, and two other ability scores of your choice increase by 1.
Size. Half-gnomes range between 4 1/2 and 5 1/2 feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light up to 60 feet as though it were bright light, and in darkness as though it were dim light.
Jack of all Trades. You are proficient in two skills of your choice or one skill and a set of tools of your choice.
Languages. You can speak, read, and write Common (Middani) and Gnomish.
Enlightened Elves
Also called Myri’Tel’Quessir, or fated elves, and the ‘Ubdi, or the everlasting elves in the Zakharan tongue, the enlightened elves are some of the oldest and most powerful members of society.
In the new, enlightened Zakhara, the elves have changed. Their lifespans have allowed them to turn their culture from a thing of fairy tale and myth into great houses and enterprises built on honor and faith. Many elves join the Panthiest League, where they become timeless defenders of scripture. Others flock to the Heartlands, where their reputations for being honored hosts, built over generations, has made them vital parts of the capital cities. And still more go to the Pearl Cities, gaining great riches overtime and joining the noble courts of the caliphs.
Enlightened elves are a hardy people who have not forgotten their ancestor’s slavery and their nomadic lives in the desert. While their Al-Badia cousins still think them weaker, those that live among civilization have long lives not only because of their fey blood, but because of the strength of their bodies. Assassination attempts are often ill-fated against the ‘Ubdi, and disasters, plagues, famines, and wars do nothing to effectively cull their numbers. It is often said that if elves were more like rabbits, they’d conquer the world in ten years’ time.
Though they hold few ruling positions in Zakhara, and racial divides are near non-existent, none can deny that even caliphs find themselves humbled in the presence of the ‘Ubdi. Their confidence, built by centuries of honorable practice, has given them incredible social sway. Even the Al-Badia members of this race, who roam the dunes and the forgotten places, are not often trifled with by others. To do so, many commoners whisper, is to affront Fate herself.
Fated Aasimar
The Laws of the Loregiver affected not only the people of Zakhara, but its gods and angels as well. When the celestials of the Land of Fate were enlightened, their servants, the aasimar, were created for different purposes. No longer were they just scourges against darkness or protectors of the light. Now, they were charged to ensure the fates of others.
Fated aasimar travel the lands of Zakhara to spread enlightenment. They are the instruments of Fate herself. Asuras, who imbue them with radiant energy that swings fate in the favor of the enlightened, guide them on their missions.
Though aasimar are rare, fated aasimar are by far the most common type in Al-Qadim. These heroes seek out others with great destinies to ensure that they are not hindered or stopped from achieving them. Many see them as spreaders of enlightenment, leading to their desired service as mamluks or noble warriors. On the flip side, many fated aasimar are targeted by holy slayers, who see them as meddlers in affairs greater than they can understand. Some even join these brotherhoods, seeking to destroy those of their kind that they believe have been led astray.
Asura often have a single sentence directive they give to their aasimar. Create one, or choose from/roll on the table below.
d8 Directive
1 Drive away the clouds.
2 Deliver blessings and rain to the thirsty.
3 Keep the living from death until it is their time.
4 Assist Fate by recording all good deeds and bad deeds.
5 Maintain that which is not maintained.
6 Draw enlightenment from the unenlightened’s empty well.
7 Climb mountains and bring others to the peak.
8 Sheathe not the sword of Fate
----
Also, as said before- racism isnt really a thing at Zakhara- so it stand to reason that diffrent races would mix.
In many settings hybrids born out of forbidden love or even without consent- but at Zakhara it is more likely that a marriage pact has been sealed according to all rules of Purity, Piety and family between tribes of diffrent races.
Often, they would be a symbol of peace, harmony and the ideals of the Loregiver.
Maybe even a source for envy.
But then again, they might still feel lonely- as they are diffrent, even if they are respected.
Many Zakharans would be intrested at the story of their parents, as an inspiration.
I dont think I could find every possible combination- but if a player would want a,I dont know- half elf, half goblin- we can try to work something out.
Here are few examples I took from Daos. (And has asked for premission) from here
amtar.proboards.com/thread/957/tod-character-creation?page=1&scrollTo=38326
Half Dwarf-
Half-Dwarf Racial Traits
Half-dwarves have the following racial features rather than those for dwarves found in the Player’s Handbook.
Ability Score Increase. You receive a +2 bonus to your Constitution score and a +1 bonus to two other ability scores of your choice.
Size. Half-dwarves are slightly shorter than most humans, but inherit the stockiness of their dwarven parent. Your size is medium.
Speed. Your base walking speed is 30 feet.Stability. You have advantage on any saving throws made to avoid being pushed back or knocked prone.
Dwarven Combat Training. You have proficiency with the battle-axe, hand-axe, throwing hammer, and warhammer.
Languages. You can speak, read, and write Common(Midani) and Dwarven.
Half Gnome
Half-Gnome Racial Traits
Half-gnomes have the following racial features rather than the gnome racial features found in the Player’s Handbook.
Ability Score Increase. Your intelligence bonus increases by 2, and two other ability scores of your choice increase by 1.
Size. Half-gnomes range between 4 1/2 and 5 1/2 feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light up to 60 feet as though it were bright light, and in darkness as though it were dim light.
Jack of all Trades. You are proficient in two skills of your choice or one skill and a set of tools of your choice.
Languages. You can speak, read, and write Common (Middani) and Gnomish.