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Al-Qadim: Land of Fate (2e)
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Al-Qadim: Land of Fate (2e)

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Ride a magic carpet to a land of a thousand and one adventures! Visit spired cities, lush oases, and mysterious isles set in glittering seas. Meet sultans and sheikhs. See genies and giants. Discover a trove of new magical treasures! Whether your character starts from the compatible Forgotten Realms game setting or begins the journey elsewhere, this product contains everything a bold adventurer needs to explore the exotic AL-Qadim campaign world.

Recommended for use with the Arabian Adventures rulebook.

Product History

Al-Qadim: Land of Fate (1992), by Jeff Grubb, was the setting book that filled out the world of Al-Qadim. It was released in August 1992.

Continuing the Al-Qadim Line. Al-Qadim was one of the most carefully planned settings that TSR had produced to that date, and it showed in the product line's initial rollout in 1992: it started with Arabian Adventures (1992), a rulebook for the setting and continued with a new release in TSR's Monstrous Compendium series, MC13: Monstrous Compendium Al-Qadim Appendix (1992). Land of Fate was the third and final of the initial core books for Al-Qadim.

Land of Fate claims that it contains "everything a bold adventurer needs to explore the exotic Al-Qadim campaign world"; as that suggests Land of Fate is largely a player's guide: a 128-page book details the setting, its culture, and many of its cities. However, there's a bit of GM information here, including secrets of the setting, magic items, and even some rules for higher-level PCs. The result isn't quite fish or fowl, but is best described as a player's setting book.

Land of Fate is also notable for being Al-Qadim's first boxed supplement. Unlike most of TSR's boxes at the time, the Al-Qadim boxes were shallow, presumably keeping prices down. The majority of Al-Qadim's supplements would ship in this boxed format, starting with ALQ1: Golden Voyages (1992), the final Al-Qadim supplement for the year.

Graphic Design Tropes. As the second book using the Al-Qadim trade dress, Land of Fate confirmed that beautiful endpapers and gold-foil borders would be a regular part of the line. Similarly, Karl Waller continued with the interior artwork.

However, Land of Fate also had some rather unique graphical design of its own. The "Power Groups" section of the DM book rather uniquely shows members of each group as they might appear from 1st to 12th level. The result is graphically appealing, and a neat reference for DMs and players.

What's in a Name? Al-Qadim, the Land of Fate, could have been called many other things. It had the working title of "The Burning Lands" from 1990-1992, but that was ultimately deemed too generic to copyright.

Expanding AD&D. The Dark Sun Boxed Set (1991) was the first AD&D setting to really think about high-level play. Al-Qadim followed in its footsteps in a minor way: it provided unique titles and followers appropriate to the setting for higher level characters.

Expanding Al-Qadim. Arabian Adventures was mostly focused on rules; it had just 8 pages detailing the Land of Fate. Land of Fate was thus the book that really revealed the setting. Though there's material on culture and religion, it's the cities of the setting and the desert tribes that get the most attention in this book. In all, over two dozen cities are detailed!

Monsters of Note. Land of Fate includes stats for many unique genies, but most importantly, it reveals the yak-men!

About the Creators. Grubb was the creator of Al-Qadim and the author of Arabian Adventures. However this was his last major work for the setting; his next big project would be the Buck Rogers Adventure Game (1993).

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.

 
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Discussions (1)
Customer avatar
Andy B July 29, 2014 1:48 pm UTC
This setting was always my favorite of the classic Dungeons and Dragons line. I had trouble running it. No one in my group wanted to play in a desert for fear we may break out in a psychosomatic sweat or something, but the material is dazzaling to read and imagine the interactions with.

Many times the old European D&D model is stale, unless Tolken is being directly invoked. Its very structured had become over done to a mind numbing degree. Every game seems to become a parody the one before. "Here we go meeting at the Inn again. I wonder who will be looking for us there this time?" Then you fight some goblin/kobold thing a few times before finally lining up against the wizard or dragon which awaits at the end of the dungeon.

Imagine breaking all the conventions and then adding a beautiful shimmer of color and spice onto everything. That is how I would describe this setting. Instead of going to a tavern to lean about anything anywhere you might overhear something...See more
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Product Information
Author(s)
Artist(s)
Pages
265
Edition
1.0
ISBN
1-56076-329-9
Publisher Stock #
TSR 1077
File Size:
98.9 MB
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File Last Updated:
July 28, 2014
This title was added to our catalog on July 29, 2014.