Dragon Magazine #198
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Scimitars against the Dark by Wolfgang Baur Artwork by Karl Waller Listen and grow wise, my children, that you may avoid the darkness that has claimed my sight. Though the sun shines bright on the sands of Zakhara, the earth beneath hungers for blood, and the night hides mad genies, howling for vengeance. We have no Fate but the Fate we are given; may your Fate not be a dark one. Ali ben Ali, blind prophet There are many flavors of Arabian ad- fun opponents, and the struggle against world as presented in that set. ventures, and the AD&D® AL-QADIMTM encroaching shadow gives the campaign a If the heroes are ignorant of the dark Land of Fate boxed set presents one of the clear focus. The villains are ruthless, lurk- nature of the outside world in the course best: the swashbuckling world of Holly- ing just out of sight, stronger or smarter of their adventures, you can build a cam- wood B-movies and Ray Harryhausen than the PCs, but the glory to be had is paign to a climax of discovery, placing special effects, of The Thief of Baghdad that much greater because of it. Dark clues here and there, setting up encount- and Sindbad the Sailor. These adventures Arabia offers the PCs a chance to make a ers with minions of the greater evil forces, under the Zakharan sun are dashing difference in the world, to foil the plots of until finally the PCs confront the dark sect quests against cutthroat sea raiders, slap- forces far more sinister than merely hu- of your choice directly. stick comedies of errors, foolhardy mis- man opponents. The heroes can stumble across volumes sions undertaken for the sake of romance, This doesnt mean that the PCs every of foul knowledgeforbidden by the Law and bold attacks on assassins strongholds. waking moment is filled with fear and of the Loregiver. The results can be the But there is a darker side to the dunes terror. The techniques and ideas present- same as described for a book of vile dark- and oceans of Arabian lore. In fantasy ed here are most effective if used spar- ness or a libram of ineffable damnation literature, this dark side is described in ingly. The contrast between the players (DMG, pages 161 and 173), or they can be the Tales from the Flat Earth by Tanith safe beginning expectations and the truth histories of the geomancers and evil shairs Lee, in Clark Ashton Smiths land of lurk- they discover through play can be used to of the past, or lorebooks describing how ing nightmares, and in the world of H.P. great dramatic effect, as can the contrast the decadent empires of Nog and Kadar Lovecrafts mad Arab Abd al-Azrad, the between the safety of the cities and the fell when they tampered with forces from author of the Kitab Al Azif (the Ne- lurking nightmares that wait just outside deep within the earth. The adventurers cronomicon). This alternative Arabian civilization. Once the PCs have become may learn about the forbidden gods and setting is called Dark Arabia. Dark Arabia comfortable with their home grounds, black clouds of vengeance that destroyed is derived from the Land of Fate setting, these areas can (many adventures later) be the ancient civilization of the giants. distilled to its nightmare core. attacked or threatened by the conse- Knowledge is power, but this knowledge This article provides an overview of quences of the PCs actions, which again has its price. Corrupting knowledge in- Dark Arabia, with suggestions for plots emphasizes the contrast between their cludes both spells like the lifestealing spell and story lines, monsters, settings, PC secure homelands and the dangerous and powers better left alone, like the All- types, special powers and disabilities, and fringes. But first they must figure out just Knowing Eye of Yasmin Sira (see the Book DM hints. what a mess they are in. of Artifacts for details). Moral dilemmas, such as whether to use evil knowledge and A shadow over Zakhara Lost knowledge items to fight evil, can make heroic PCs Dark Arabia is a setting of tyrannical When beginning a Dark Arabian cam- squirm, and they provide tough decisions caliphs, man-eating ghouls, and mad gen- paign, you could let the PCs know the and consequences for even well-armed ies. There are whispering terrors in the grim nature of the setting right away. The and determined adventurers. dark, and treks deep into the bowels of immediate payoff is that it inspires fear If the PCs take to forbidden lore too readi- the earth. It allows the DM to maximize and loathing among the players. Unfortu- ly, they may pay a price for their tampering. the effect of all the techniques of terror nately, it also spoils some of the surprise, A shairs gen might become intractable and provided by the RAVENLOFT® setting in so I recommend setting things up for an stop bringing spells if he knows his master the more open and cosmopolitan Middle ordinary AL-QADIM campaign and going serves a madman who seeks to release more East. from there. Let them read the descriptions evils on the world. A priests god might stop Why use such a setting at all? Simply of Zakhara from the Land of Fate boxed granting high-level spells. A rogue might find put, dark cults and heartless tyrants are set, and assume their characters view the himself losing Wisdom and slowly going as DRAGON 65 66 OCTOBER 1993 mad as a sungazer A dark powers check likely to be genies antagonists than their same level, and also can turn genies. A could also chill the PCs desire for the allies. Their gen and jann serve reluctantly priest-defender turns genies as undead of powers of darkness if the PCs call on dark and sometimes with open hostility. The equivalent hit dice. To keep this ability, the forces too often (see the RAVENLOFT boxed wizards may go in search of the Seal of Al- priest must not associate with genies and set, page 17). Jafar, the Genie-Binder and the first shair must uphold two or more vows deter- When the heroes discover the corrup- (see the Book of Artifacts). mined by the DM (perhaps fasting twice tion that lies at the edges of the world, Priests are more important than ever in each week, chastity, silence, poverty, celi- they will meet creatures who serve that Dark Arabia, since they can turn back bacy, preaching to the un-Enlightened and corruption and tempt the PCs with evil. some of the horrors. Though the Arabian the impious each day, or wandering creatures of evil will offer great riches, priest kits will work, the priest-defender Zskhara, never settling down). If there is a power, knowledge, and magic in exchange kit described next is specifically designed shair in the PC party, the resulting tension for the PCs allegiance. to search for and smite the foulest possible can make for some very interesting role- Obviously, those heroes who fall from opponents. playingor it can lead to trouble all the path of the Loregiver will soon be around. The priest and the shair may destroyed by their own foul schemes and New kits engage in a party power struggle, result- practices. If they are ensnared by evil. Priest-defender ing in bad feelings among the players. To they could show the corruption within This non-heirarchical priest knows avoid this, before these two characters themselves physically, slowly changing something about the dark forces of the meet, any party with both a priest- form until they are gibbering mouthers or ancient past and means to destroy them. defender and a shair PC should be re- Eastern vampires. He may have learned about them as part quired to explain why these two will To become a gibbering mouther, a PC of a heirarchical order, then left on his tolerate each other and go adventuring mages Wisdom must first drop below own to combat these great evils, or he together. three as he learns more and more corrupt- may have been a mystic of some kind who Special hindrances: The priest- ing knowledge (see the sungazer mage kit stumbled upon the knowledge by accident. defender is driven to exterminate evil, and below). Then, if the PC fails a saving throw Though he begins with little knowledge, cannot rest from his labors and vigilance. against death magic, the irreversible trans- he is always certain of his faith and his The priest-defender may never build a formation to gibbering mouther is com- gods help. Unlike a paladin, a priest- temple or stronghold, though the most pleted within 3-30 days. defender depends on spells to win the day, charismatic may attract an entourage of For priests or faris, falling from the path not sheer strength of arms. hundreds of followers. After 9th level, the of Enlightenment turns them slowly into Weapon proficiencies: Bonus: none henchmen and followers of a priest- Eastern vampires. To become a vampire Recommended: mace, staff. defender require no pay, as they serve out NPC, the PC must first learn forbidden Nonweapon proficiencies: Bonus: of faith and love. lore. With each new bit of unholy writing Ancient History, Reading/Writing; Recom- Wealth options: Priest-defenders must that passes beneath his eyes, the PC must mended: Ancient Languages, Dark Lore spend all available funds on seeking out make a dark powers check. If he fails, a (new proficiency, see later), Debate, Genie and destroying agents of darkness. living idol, forgotten god, or elemental Lore, Religion, Spellcraft.