Genre | Role-playing games |
---|---|
Publisher | TSR |
Publication date | 1992 |
Media type | Boxed set |
Land of Fate is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1992.
The Land of Fate set described the fictional land of Zakhara in the Al-Qadim campaign setting at length. Land of Fate describes the maps, geography, routines of daily life, fashion, customs, organizations, class status, the legal system, magical items, languages, calendars, 12 different desert tribes, 17 deities or deity types, and 27 city writeups in the "Adventurer’s Guide to Zakhara," along with DM-only secrets for each city in the "Fortunes and Fates" book. [1]
Land of Fate was published by TSR, Inc. as a boxed set containing a 128-page locations guide, a 64-page campaign guide, 8 loose Monstrous Compendium sheets, 12 cardstock mapsheets, 3 large color maps, and a plastic hex scale. [1] Design was by Jeff Grubb with Andria Hayday, the cover was by Fred Fields, and illustrations by Karl Waller. [1]
Allen Varney reviewed Land of Fate for Dragon magazine #219 (July 1995). [1] He began by saying: "It makes sense, unfortunately, that the Land of Fate box quickly followed the Al-Qadim rulebook as its first supplement. The rulebook briefly introduced the setting of Zakhara, but this set described it at length. A campaign needs this basic data", but with everything in Land of Fate, he said, "It's all very large." [1] He went on to say: "In principle the jottings of a campaign set can be satisfying in themselves. In the Land of Fate set, they make for dry reading. We get a useful chapter on all aspects of daily life, and a couple of wonderful sidebar articles on the Zakharan coffee ceremony ("the measure of a good host") and pearl diving, the stuff of memorable scenes in an adventure. The rest is a sandstorm of little details, one-paragraph character outlines, societal tidbits (we're told twice that worshippers in Zakhara "prostrate" themselves), and jottings. With work you could assemble any dozen jottings into a free-wheeling adventure like the loose-jointed Arabian Nights tales, where one thing follows another without much logic. But not much of Land of Fate matches the screwy imagination of the best Nights tales. At times the designer's creativity clearly flags, such as in this candid beginning to an entry describing the secrets of Hilm: "The City of Kindness is boring." And, as with the rulebook, there is no hint in all these pages of how to develop these jottings into a memorable, characteristically Arabian campaign." [1] Varney concluded the review by saying: "Parts of the Land of Fate boxed set enhance any Al-Qadim campaign, but its length is excessive and its inspiration uneven. Unless you plan to construct a long, ambitious campaign, you can probably get along without this box." [1]
Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. Several years later, Greenwood brought the setting to publication for the D&D game as a series of magazine articles, and the first Realms game products were released in 1987. Role-playing game products have been produced for the setting ever since, as have various licensed products including novels, role-playing video game adaptations, comic books, and an upcoming film.
Faerûn is a fictional continent and the primary setting of the Dungeons & Dragons world of Forgotten Realms. It is described in detail in several editions of the Forgotten Realms Campaign Setting with the most recent being the 5th edition from Wizards of the Coast, and various locales and aspects are described in more depth in separate campaign setting books. Around a hundred novels and several computer and video games use Faerûn as the setting.
Jeff Grubb is an author who writes novels, short stories, and comics and a computer and role-playing game designer in the fantasy genre. Grubb worked on the Dragonlance campaign setting under Tracy Hickman, and the Forgotten Realms setting with Ed Greenwood. His written works include The Finder's Stone Trilogy, the Spelljammer and Jakandor campaign settings, and contributions to Dragonlance and the computer game Guild Wars Nightfall (2006).
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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.
The flexibility of the Dungeons & Dragons (D&D) game rules means that Dungeon Masters (DM) are free to create their own fantasy campaign settings. For those who wanted a pre-packaged setting in which to play, TSR, Wizards of the Coast (WotC), and other publishers have created many settings in which D&D games can be based; of these, the Forgotten Realms, an epic fantasy world, has been one of the most successful and critically acclaimed settings. Many campaign settings include standard sword and sorcery environments, while others borrow Asian, Central American, swashbuckling, horror and even space-travel themes.
Al-Qadim: The Genie's Curse is an action role-playing game for the personal computer set in the Al-Qadim campaign setting of Advanced Dungeons and Dragons. The game was developed by Cyberlore Studios and published in 1994 by Strategic Simulations. The game combines role-playing game and adventure with a simplified interface; the player's character is a young corsair trying to clear his family's name, rescue his betrothed and determine who has been freeing genies from their masters. The game was re-released in 2015 on GOG.com with support for Windows, macOS, and Linux.
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